import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//蔡瑁
olzuolian: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
return player.getHp() > 0 && game.hasPlayer(target => target.countCards("h"));
},
filterTarget(card, player, target) {
return target.countCards("h");
},
selectTarget() {
return [1, get.event("player").getHp()];
},
usable: 1,
multitarget: true,
multiline: true,
async content(event, trigger, player) {
const targets = event.targets.sortBySeat();
const cards = targets.slice().map(i => i.getCards("h").randomGet());
const videoId = lib.status.videoId++;
game.broadcastAll(
(targets, cards, id, player) => {
let dialog = ui.create.dialog(get.translation(player) + "发动了【佐练】", cards);
dialog.videoId = id;
const getName = target => {
if (target._tempTranslate) return target._tempTranslate;
var name = target.name;
if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"];
return get.translation(name);
};
for (let i = 0; i < targets.length; i++) {
dialog.buttons[i].querySelector(".info").innerHTML = getName(targets[i]);
}
},
targets,
cards,
videoId,
player
);
await game.asyncDelay(3);
game.broadcastAll("closeDialog", videoId);
const cards_cardPile = Array.from(ui.cardPile.childNodes).filter(i => i.name == "sha" && get.nature(i, false));
const cards_discardPile = Array.from(ui.discardPile.childNodes).filter(i => i.name == "sha" && get.nature(i, false));
if (!Boolean(cards_cardPile.length + cards_discardPile.length)) {
player.popup("杯具");
player.chat("我属性【杀】呢?!");
game.log("但牌堆和弃牌堆都没有属性【杀】!");
return;
}
const result = await player
.chooseToMove("佐练:选择交换展示牌和牌堆或弃牌堆中的属性【杀】")
.set(
"list",
(function (cards, cardPile, discardPile) {
let list = [["展示手牌", cards, "olzuolian_tag"]];
if (cardPile.length) {
list.push(["牌堆", cardPile]);
}
if (discardPile.length) {
list.push(["弃牌堆", discardPile]);
}
return list;
})(cards, cards_cardPile, cards_discardPile)
)
.set("filterMove", (from, to, moved) => {
if (typeof to == "number") return false;
const cards=get.event("cards");
if(cards.includes(from.link)==cards.includes(to.link)) return false;
for(const pl of [[from.link,to.link],[to.link,from.link]]){
if(cards.includes(pl[0])&&moved[0].includes(pl[1])&&cards.indexOf(pl[0])!=moved[0].indexOf(pl[1])) return false;
}
return true;
})
.set("processAI", list => {
return list.map(i => i[1]);
})
.set("cards", cards)
.forResult();
if (result.bool) {
const cardsx = result.moved[0];
for (let i = 0; i < cardsx.length; i++) {
const current = targets[i],
card = cardsx[i];
if (!cards.includes(card)) {
if (cards_cardPile.includes(card)) {
current.$throw([cards[i]], 1000);
await current
.lose([cards[i]], ui.cardPile)
.set("insert_index", () => {
return ui.cardPile.childNodes[get.event("num")];
})
.set("num", cards_cardPile.indexOf(card));
} else if (cards_discardPile.includes(card)) {
await current.loseToDiscardpile(cards[i]);
}
await current.gain(card, "gain2");
}
}
}
},
ai: {
order: 10,
result: {
target(player, target) {
//插个眼,等PZ157拯救此AI
return 0.5 - Math.random();
},
},
},
},
oljingzhou: {
audio: 2,
trigger: { player: "damageBegin3" },
filter(event, player) {
return player.getHp() > 0;
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("oljingzhou"), [1, player.getHp()])
.set("ai", target => {
const player = get.event("player"),
trigger = get.event().getTrigger();
if (trigger.hasNature() && target == player) {
return -get.effect(target, { name: "tiesuo" }, player, player);
}
return get.effect(target, { name: "tiesuo" }, player, player);
})
.forResult();
},
async content(event, trigger, player) {
for (const i of event.targets) {
await i.link(!i.isLinked());
}
},
},
//裴秀
//我们三国杀也有属于自己的爽文.jpg
olmaozhu: {
audio: 2,
trigger: { source: "damageBegin1" },
filter(event, player) {
const count = lib.skill.olmaozhu.countSkill;
if (!player.isPhaseUsing() || count(player) <= count(event.player)) return false;
const evtx = event.getParent("phaseUse");
return !player.getHistory("sourceDamage", evt => {
return evt.getParent("phaseUse") == evtx && count(player) > count(evt.player);
}).length;
},
forced: true,
logTarget: "player",
content() {
trigger.increase("num");
},
countSkill(player) {
return player.getSkills(null, false, false).filter(i => {
const info = get.info(i);
return !info || !info.charlotte;
}).length;
},
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return num + lib.skill.olmaozhu.countSkill(player);
},
maxHandcard(player, num) {
return num + lib.skill.olmaozhu.countSkill(player);
},
},
},
oljinlan: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
const count = lib.skill.olmaozhu.countSkill;
return player.countCards("h") < Math.max(...game.filterPlayer().map(i => count(i)));
},
filterCard: () => false,
selectCard: [0, 1],
prompt() {
const count = lib.skill.olmaozhu.countSkill;
return "将手牌数摸至" + get.cnNumber(Math.max(...game.filterPlayer().map(i => count(i)))) + "张";
},
usable: 1,
content() {
const count = lib.skill.olmaozhu.countSkill;
player.drawTo(Math.max(...game.filterPlayer().map(i => count(i))));
},
ai: {
order: 0.000000114514191981,
result: { player: 1 },
},
},
//鸭蛋
olqingya: {
audio: 2,
trigger: {
player: "useCardToPlayered",
},
filter(event, player) {
if (event.targets.length != 1 || event.target == player || event.target.hasSkill("nodis")) return false;
if (event.card.name != "sha") return false;
const target = event.target;
let left = [],
right = [],
left2 = player,
right2 = player;
while (left2 != target && right2 != target) {
left2 = left2.getPrevious();
right2 = right2.getNext();
if (left2 != target) left.push(left2);
if (right2 != target) right.push(right2);
}
if (target == left2) {
for (const i of left) {
if (i.countDiscardableCards(player)) return true;
}
}
if (target == right2) {
for (const i of right) {
if (i.countDiscardableCards(player)) return true;
}
}
return false;
},
aiJudge(player, target, bool) {
let left = [],
right = [],
left2 = player,
right2 = player,
left3 = false,
right3 = false;
let eff_left = 0,
eff_right = 0;
while (left2 != target && right2 != target) {
left2 = left2.getPrevious();
right2 = right2.getNext();
if (left2 != target) left.push(left2);
if (right2 != target) right.push(right2);
}
const card = { name: "guohe", position: "h" };
if (target == left2) {
for (const i of left) {
if (i.countDiscardableCards(player)) {
left3 = true;
eff_left += get.effect(i, card, player, player);
}
}
}
if (target == right2) {
for (const i of right) {
if (i.countDiscardableCards(player)) {
right3 = true;
eff_right += get.effect(i, card, player, player);
}
}
}
if (left3 && right3) {
if (!bool) return Math.max(eff_left, eff_right);
if (eff_left > Math.max(0, eff_right)) return "↖顺时针";
if (eff_right > Math.max(0, eff_left)) return "逆时针↗";
return "cancel2";
} else if (left3) {
if (bool) return eff_left > 0 ? "↖顺时针" : "cancel2";
return eff_left;
} else if (right3) {
if (bool) return eff_right > 0 ? "逆时针↗" : "cancel2";
return eff_right;
} else return bool ? "cancel2" : 0;
},
async cost(event, trigger, player) {
const choices = [];
const target = trigger.target;
let left = [],
right = [],
left2 = player,
right2 = player;
while (left2 != target && right2 != target) {
left2 = left2.getPrevious();
right2 = right2.getNext();
if (left2 != target) left.push(left2);
if (right2 != target) right.push(right2);
}
if (target == left2) {
for (const i of left) {
if (lib.filter.targetEnabled2(trigger.card, player, i)) {
choices.push("↖顺时针");
break;
}
}
}
if (target == right2) {
for (const i of right) {
if (lib.filter.targetEnabled2(trigger.card, player, i)) {
choices.push("逆时针↗");
break;
}
}
}
choices.push("cancel2");
const result = await player
.chooseControl(choices)
.set("prompt", get.prompt("olqingya"))
.set("prompt2", `弃置自己和${get.translation(trigger.target)}某个方向之间的所有角色(不包括你与其)各一张手牌`)
.set("choices", choices)
.set("ai", () => {
var evt = _status.event.getTrigger();
return lib.skill.olqingya.aiJudge(evt.player, evt.target, true);
})
.forResult();
if (result.control !== "cancel2") {
event.result = {
bool: true,
cost_data: {
control: result.control,
},
};
}
},
async content(event, trigger, player) {
const result = event.cost_data;
const targets = [];
game.log(player, "选择了", "#g" + result.control);
if (result.control == "↖顺时针") {
let current = player.getPrevious();
while (current != trigger.target) {
if (current.countDiscardableCards(player)) targets.push(current);
current = current.getPrevious();
}
} else {
let current = player.getNext();
while (current != trigger.target) {
if (current.countDiscardableCards(player)) targets.push(current);
current = current.getNext();
}
}
for (const current of targets) {
if (!current.countDiscardableCards(player)) continue;
player.line(current);
await player.discardPlayerCard(current, true);
}
await game.asyncDelayx();
let evt = trigger;
while (true) {
if (!evt.name || lib.phaseName.includes(evt.name)) break;
evt = evt.getParent();
}
if (player.getHistory("custom", evtx => evtx.olqingya === evt.name).length) return;
player.getHistory("custom").push({ olqingya: evt.name });
player
.when({
global: lib.phaseName.map(name => name + "End").concat("phaseAfter"),
})
.filter(evt => {
if (evt.name === "phase") return true;
let evt2 = trigger;
while (true) {
if (!evt2.name || lib.phaseName.includes(evt2.name)) break;
evt2 = evt2.getParent();
}
return evt2.name !== evt.name;
})
.vars({
curPhaseName: evt.name,
})
.then(() => {
if (trigger.name === "phase") {
return event.finish();
}
const history = player.getHistory("useSkill", evt => {
if (evt.skill !== "olqingya") return false;
const evtx = evt.event.getParent(curPhaseName);
if (!evtx || evtx.name !== curPhaseName) return false;
return true;
}),
cards = [];
history.forEach(evt => {
game.countPlayer2(current => {
current.checkHistory("lose", evtx => {
if (evtx.getParent(4) !== evt.event) return;
cards.addArray(evtx.cards.filterInD("d"));
});
}, true);
});
if (!cards.length) {
return event.finish();
}
event.cards = cards;
player
.chooseButton(["倾轧:是否使用其中的一张牌?", event.cards])
.set("filterButton", button => {
return get.player().hasUseTarget(button.link);
})
.set("ai", button => {
return get.player().getUseValue(button.link);
});
})
.then(() => {
if (result.bool) {
const card = result.links[0];
player.$gain2(card, false);
game.delayx();
player.chooseUseTarget(card, true);
}
});
},
ai: {
effect: {
player_use(card, player, target) {
if (!target || player._olqingya_judging || ui.selected.targets.length || player == target || target.hasSkill("nodis")) return;
if (typeof card != "object" || card.name != "sha") return false;
player._olqingya_judging = true;
var effect = lib.skill.olqingya.aiJudge(player, target);
delete player._olqingya_judging;
if (effect > 0) return [1, effect / Math.max(0.01, get.attitude(player, player))];
},
},
},
},
oltielun: {
audio: 2,
mod: {
globalFrom(from, to, distance) {
let usedCount = 0;
const stats = from.stat.slice();
stats.reverse();
for (const stat of stats) {
Object.values(stat.card).forEach(cnt => {
usedCount += cnt;
});
if (stat.isRound) break;
}
return distance - usedCount;
},
},
},
//SP孙策
olliantao: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return game.hasPlayer(target => target != player);
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2(event.name.slice(0, -"_cost".length)), lib.filter.notMe)
.set("ai", target => {
const player = get.event("player"),
att = get.attitude(player, target);
const colors = Object.keys(lib.color).filter(i => i != "none");
if (
!colors.some(color =>
player.hasCard(card => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return player.canUse(juedou, target, false);
}, "h")
)
)
return 20 + (3 - get.sgn(att)) + Math.random();
const effs = colors.reduce((list, color) => {
const cards = player.getCards("h", card => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return player.canUse(juedou, target, false);
});
if (cards.length) {
list.push(
cards.reduce((sum, card) => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return sum + get.effect(target, juedou, player, player);
}, 0)
);
}
return list;
}, []);
return Math[att > 0 ? "max" : "min"].apply(Math, effs);
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
const colors = Object.keys(lib.color).filter(i => i != "none");
if (colors.length && player.countCards("h")) {
const result = await target
.chooseControl(colors)
.set("prompt", "连讨:请选择一个颜色")
.set("ai", () => {
const player = get.event("player"),
source = get.event().getParent().player;
let controls = get.event("controls").slice();
if (controls.length == 1) return controls[0];
const getSum = function (color, player, source) {
return source
.getCards("h", card => {
if (get.color(card) != color) return false;
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return source.canUse(juedou, player, false);
})
.reduce((num, card) => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return num + get.effect(player, juedou, source, player);
}, 0);
};
return controls.sort((a, b) => getSum(b, player, source) - getSum(a, player, source))[0];
})
.set("prompt2", get.translation(player) + "将对你依次使用由其手牌中所有此颜色的牌转化的【决斗】")
.forResult();
const color = result.control;
game.broadcastAll(
(color, target) => {
lib.skill.olliantao_backup.filterCardx = [color, target];
lib.skill.olliantao_backup.filterCard = function (card, player) {
const list = lib.skill.olliantao_backup.filterCardx;
if (get.color(card) != list[0]) return false;
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return player.canUse(juedou, list[1], false);
};
},
color,
target
);
while (
target.isIn() &&
player.hasCard(card => lib.skill.olliantao_backup.filterCard(card, player)) &&
!game.getGlobalHistory("everything", evt => {
return evt.name == "dying" && [player, target].includes(evt.player) && evt.getParent("olliantao") == event;
}).length
) {
await player
.chooseToUse()
.set("forced", true)
.set("openskilldialog", "连讨:将一张" + get.translation(color) + "手牌当作【决斗】对" + get.translation(target) + "使用")
.set("norestore", true)
.set("_backupevent", "olliantao_backup")
.set("custom", {
add: {},
replace: { window: function () {} },
})
.backup("olliantao_backup")
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.targetEnabled.apply(this, arguments);
})
.set("sourcex", target)
.set("addCount", false);
}
}
const num = player
.getHistory("sourceDamage", evt => {
return evt.getParent(4) == event;
})
.reduce((sum, evt) => sum + evt.num, 0);
if (num) await player.draw(num);
if (
event.name == "olliantao" &&
!game.hasPlayer2(current => {
return current.getHistory("damage", evt => {
return evt.getParent(4) == event;
}).length;
})
) {
await player.draw(3);
player.addTempSkill("olliantao_buff");
player.addMark("olliantao_buff", 3, false);
}
if (
event.name == "junkliantao" &&
!target.getHistory("damage", evt => {
return evt.getParent(4) == event;
}).length
) {
await player.draw();
player.addTempSkill("olliantao_buff");
player.addMark("olliantao_buff", 1, false);
}
},
subSkill: {
backup: {
viewAs: { name: "juedou" },
position: "h",
check: () => 1 + Math.random(),
precontent() {
delete event.result.skill;
},
},
buff: {
charlotte: true,
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("olliantao_buff");
},
cardEnabled(card) {
if (card.name == "sha") return false;
},
},
intro: { content: "手牌上限+#,不能使用【杀】" },
},
},
},
//王战孙策,但是通渠
junkliantao: {
audio: "olliantao",
inherit: "olliantao",
},
//刘辟
olyicheng: {
audio: 2,
enable: "phaseUse",
usable: 1,
async content(event, trigger, player) {
let num = player.maxHp,
cards = get.cards(num, true);
await player.showCards(cards, get.translation(player) + "发动了【易城】");
if (player.countCards("h")) {
const sum = cards.reduce((num, card) => num + get.number(card), 0);
const {
result: { bool, moved },
} = await player
.chooseToMove("易城:请选择你要交换的牌")
.set("filterMove", (from, to) => {
return typeof to !== "number";
})
.set("list", [
[
"牌堆顶",
cards,
list => {
const sum2 = list.reduce((num, card) => num + get.number(card, false), 0);
return "牌堆顶(现" + sum2 + { 0: "=", "-1": "<", 1: ">" }[get.sgn(sum2 - sum).toString()] + "原" + sum + ")";
},
],
["手牌", player.getCards("h")],
])
.set("filterOk", moved => moved[1].some(i => !get.owner(i)))
.set("processAI", list => {
const player = get.event("player"),
limit = Math.min(get.event("num"), player.countCards("h"));
let cards = list[0][1].slice(),
hs = player.getCards("h");
if (cards.reduce((num, card) => num + get.value(card), 0) > player.getCards("h").reduce((num, card) => num + get.value(card), 0)) {
cards.sort((a, b) => get.number(a) - get.number(b));
hs.sort((a, b) => get.number(b) - get.number(a));
let cards2 = cards.slice(0, limit),
hs2 = hs.slice(0, limit);
if (hs2.reduce((num, card) => num + get.number(card), 0) > cards2.reduce((num, card) => num + get.number(card), 0)) {
cards.removeArray(cards2);
hs.removeArray(hs2);
return [cards.concat(hs2), hs.concat(cards2)];
}
return [cards, hs];
} else {
cards.sort((a, b) => get.value(b) - get.value(a));
hs.sort((a, b) => get.value(a) - get.value(b));
let cards2 = cards.slice(0, limit),
hs2 = hs.slice(0, limit),
list = [cards, hs];
for (let i = 0; i < limit; i++) {
if (get.value(cards2[i]) > get.value(hs2[i])) {
const change = [cards2[i], hs2[i]];
cards[i] = change[1];
hs[i] = change[0];
} else break;
}
return list;
}
})
.set("num", num);
if (bool) {
const puts = player.getCards("h", i => moved[0].includes(i));
const gains = cards.filter(i => moved[1].includes(i));
if (puts.length && gains.length) {
player.$throw(puts, 1000);
await player.lose(puts, ui.special);
await player.gain(gains, "gain2");
cards = moved[0].slice();
if (cards.length) {
await game.cardsGotoOrdering(cards);
for (let i = cards.length - 1; i >= 0; i--) {
ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
}
game.log(cards, "被放回了牌堆顶");
game.updateRoundNumber();
}
await player.showCards(cards, get.translation(player) + "【易城】第一次交换后");
if (cards.reduce((num, card) => num + get.number(card), 0) > sum && player.countCards("h")) {
const {
result: { bool },
} = await player.chooseBool("易城:是否使用全部手牌交换" + get.translation(cards) + "?").set(
"choice",
(() => {
return cards.reduce((num, card) => num + get.value(card), 0) > player.getCards("h").reduce((num, card) => num + get.value(card), 0);
})()
);
if (bool) {
const hs = player.getCards("h");
player.$throw(hs, 1000);
await player.lose(hs, ui.special);
await player.gain(cards, "gain2");
cards = hs.slice();
if (cards.length) {
await game.cardsGotoOrdering(cards);
for (let i = cards.length - 1; i >= 0; i--) {
ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
}
game.log(cards, "被放回了牌堆顶");
game.updateRoundNumber();
}
await player.showCards(cards, get.translation(player) + "【易城】第二次交换后");
}
}
}
}
}
},
ai: {
order: 9,
result: { player: 1 },
},
},
//陆凯
olxuanzhu: {
mark: true,
marktext: "☯",
zhuanhuanji: true,
audio: 2,
enable: "chooseToUse",
filter(event, player) {
if (!player.countCards("he") || event.type == "wuxie") return false;
return get
.inpileVCardList(info => {
const name = info[2],
type = get.type(name),
infox = get.info({ name: name });
if (type != "basic" && type != "trick") return false;
if (type == "trick" && (!infox || !infox.filterTarget)) return false;
return (type != "basic") == (player.storage.olxuanzhu || false);
})
.some(card => event.filterCard({ name: card[2], nature: card[3] }, player, event));
},
usable: 1,
chooseButton: {
dialog(event, player) {
const list = get
.inpileVCardList(info => {
const name = info[2],
type = get.type(name),
infox = get.info({ name: name });
if (type != "basic" && type != "trick") return false;
if (type == "trick" && (!infox || !infox.filterTarget)) return false;
return (type != "basic") == (player.storage.olxuanzhu || false);
})
.filter(card => event.filterCard({ name: card[2], nature: card[3] }, player, event));
return ui.create.dialog("玄注", [list, "vcard"]);
},
check(button) {
if (get.event().getParent().type != "phase") return 1;
return get.event("player").getUseValue({ name: button.link[2], nature: button.link[3] });
},
backup(links, player) {
let next = {
audio: "olxuanzhu",
filterCard: true,
popname: true,
check(card) {
return 1 / (get.value(card) || 0.5);
},
position: "he",
ignoreMod: true,
precontent() {
const cards = event.result.cards.slice();
player.addToExpansion(cards, player, "give").gaintag.add("olxuanzhu");
const viewAs = {
name: event.result.card.name,
nature: event.result.card.nature,
};
event.result.card = viewAs;
event.result.cards = [];
player
.when("useCardAfter")
.filter(evt => evt.skill == "olxuanzhu_backup")
.then(() => {
const card = cards[0];
if (get.type(card) != "equip") player.chooseToDiscard("he", true);
else {
const cardx = player.getExpansions("olxuanzhu");
if (cardx.length) {
player.loseToDiscardpile(cardx);
player.draw(cardx.length);
}
}
})
.vars({ cards: cards });
},
onuse(result, player) {
player.changeZhuanhuanji("olxuanzhu");
},
};
const viewAs = {
name: links[0][2],
nature: links[0][3],
suit: "none",
number: null,
isCard: true,
};
next.viewAs = viewAs;
if (get.info("xunshi").isXunshi(viewAs)) {
next.filterTarget = function (card, player, target) {
const info = get.info(card);
if (info.changeTarget) {
let targets = [target];
info.changeTarget(player, targets);
if (targets.length > 1) return false;
}
return lib.filter.filterTarget(card, player, target);
};
next.selectTarget = 1;
}
return next;
},
prompt(links, player) {
const viewAs = {
name: links[0][2],
nature: links[0][3],
suit: "none",
number: null,
isCard: true,
};
const str = "将一张牌称为“玄”置于武将牌上,然后视为使用" + (get.translation(links[0][3]) || "") + "【" + get.translation(links[0][2]) + "】";
return str + (get.info("xunshi").isXunshi(viewAs) ? "(仅能指定一个目标)" : "");
},
},
hiddenCard(player, name) {
if (!lib.inpile.includes(name) || player.getStat("skill").olxuanzhu || !player.countCards("he")) return false;
return get
.inpileVCardList(info => {
const name = info[2],
type = get.type(name),
infox = get.info({ name: name });
if (type != "basic" && type != "trick") return false;
if (type == "trick" && (!infox || !infox.filterTarget)) return false;
return (type != "basic") == (player.storage.olxuanzhu || false);
})
.map(card => card[2])
.includes(name);
},
ai: {
order(item, player) {
if (player && get.event().type == "phase") {
let list = get
.inpileVCardList(info => {
const name = info[2],
type = get.type(name),
infox = get.info({ name: name });
if (type != "basic" && type != "trick") return false;
if (type == "trick" && (!infox || !infox.filterTarget)) return false;
return (type != "basic") == (player.storage.olxuanzhu || false);
})
.map(card => {
return { name: card[2], nature: card[3] };
})
.filter(card => player.getUseValue(card, true, true) > 0);
if (!list.length) return 0;
list.sort((a, b) => {
const getNum = function (card) {
if (get.info("xunshi").isXunshi(card))
return get.effect(
game
.filterPlayer(target => {
return player.canUse(card, target, true, true);
})
.sort((a, b) => get.effect(b, card, player, player) - get.effect(a, card, player, player))[0],
card,
player,
player
);
return player.getUseValue(card, true, true);
};
return (getNum(b) || 0) - (getNum(a) || 0);
});
return get.order(list[0], player) * 0.99;
}
return 0.001;
},
respondSha: true,
respondShan: true,
skillTagFilter(player, tag, arg) {
if (arg == "respond") return false;
const name = tag == "respondSha" ? "sha" : "shan";
return get.info("olxuanzhu").hiddenCard(player, name);
},
result: { player: 1 },
},
intro: {
markcount: "expansion",
mark(dialog, storage, player) {
const cards = player.getExpansions("olxuanzhu");
if (cards.length) dialog.addSmall(player.getExpansions("olxuanzhu"));
dialog.addText(
(() => {
if (storage) return "每回合限一次,你可以将一张牌称为“玄”置于武将牌上,然后视为使用任意普通锦囊牌(须指定目标且仅指定一个目标)。若此次置于武将牌上的“玄”:不为装备牌,你弃置一张牌;为装备牌,你将所有“玄”置入弃牌堆,然后摸等量的牌。";
return "每回合限一次,你可以将一张牌称为“玄”置于武将牌上,然后视为使用任意基本牌。若此次置于武将牌上的“玄”:不为装备牌,你弃置一张牌;为装备牌,你将所有“玄”置入弃牌堆,然后摸等量的牌。";
})(storage)
);
},
},
onremove(player, skill) {
const cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
subSkill: { backup: {} },
},
oljiane: {
audio: 2,
trigger: { player: ["shaDamage", "useCardToEnd"] },
filter(event, player, name) {
if (event.type != "card" || !event.target || !event.target.isIn() || event.target == player) return false;
if (name == "shaDamage") return true;
return event.card.name != "sha" && !event.getParent()._neutralized;
},
logTarget: "target",
forced: true,
async content(event, trigger, player) {
trigger.target.addTempSkill("oljiane_neutralized");
},
group: "oljiane_neutralize",
global: "oljiane_ai",
subSkill: {
neutralize: {
audio: "oljiane",
trigger: {
target: "shaMiss",
global: "eventNeutralized",
},
filter(event, player, name) {
if (event.type != "card") return false;
return name == "shaMiss" || event._neutralize_event.player == player;
},
forced: true,
async content(event, trigger, player) {
player.addTempSkill("oljiane_nouse");
},
},
ai: {
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (!arg || !arg.target || !arg.target.hasSkill("oljiane_neutralized")) return false;
},
},
},
neutralized: {
charlotte: true,
mark: true,
marktext: "牌",
intro: { content: "本回合无法抵消牌" },
trigger: { global: "useCard" },
forced: true,
popup: false,
async content(event, trigger, player) {
const id = player.playerid;
const map = trigger.customArgs;
if (!map[id]) map[id] = {};
map[id].directHit2 = true;
},
mod: {
wuxieJudgeEnabled: () => false,
wuxieEnabled: () => false,
},
},
nouse: {
charlotte: true,
mark: true,
marktext: '牌',
intro: { content: "本回合无法成为牌的目标" },
mod: { targetEnabled: () => false },
},
},
},
//刘磐
olpijing: {
audio: 2,
trigger: { player: "useCardToPlayered" },
filter(event, player) {
return (event.card.name == "sha" || get.type(event.card) == "trick") && event.targets.length == 1;
},
usable: 1,
direct: true,
locked: false,
async content(event, trigger, player) {
const num = Math.max(1, player.getDamagedHp());
const {
result: { bool, targets },
} = await player
.chooseTarget(get.prompt("olpijing"), [1, num], (card, player, target) => {
const trigger = get.event().getTrigger();
if (trigger.targets.includes(target)) return true;
return target != player && lib.filter.targetEnabled2(trigger.card, player, target) && lib.filter.targetInRange(trigger.card, player, target);
})
.set("ai", target => {
const player = get.event("player"),
trigger = get.event().getTrigger();
return (trigger.targets.includes(target) ? -1 : 1) * get.effect(target, trigger.card, player, player) * (target.getStorage("olpijing_effect").includes(player) ? 2 : 1) + get.effect(target, { name: "shunshou_copy2" }, player, player);
})
.set("prompt2", "令至多" + get.cnNumber(num) + "名角色成为或取消成为" + get.translation(trigger.card) + "的目标并随机交给你一张牌");
if (bool) {
player.logSkill("olpijing", targets);
for (const i of targets) {
trigger.targets[trigger.targets.includes(i) ? "add" : "remove"](i);
}
for (const target of targets) {
target.addSkill("olpijing_effect");
target.markAuto("olpijing_effect", [player]);
const cards = target.getGainableCards(player, "he");
if (cards.length) {
await target.give(cards.randomGets(1), player);
}
}
} else player.storage.counttrigger.olpijing--;
},
mod: {
aiOrder(player, card, num) {
if (!(card.name == "sha" || get.type(card) == "trick")) return;
const info = get.info(card);
if (
info &&
!info.notarget &&
(info.toself || info.singleCard || !info.selectTarget || info.selectTarget == 1) &&
game.countPlayer(target => {
if (get.effect(target, card, player, player) <= 0) return false;
return lib.filter.targetEnabled2(card, player, target) && lib.filter.targetInRange(card, player, target);
}) > 1
)
return num + 0.01;
},
},
subSkill: {
effect: {
charlotte: true,
onremove: true,
intro: {
content: "使用的下一张基本牌或普通锦囊牌指定唯一目标时,可指定$为额外目标或摸一张牌",
},
trigger: { player: "useCardToPlayer" },
filter(event, player) {
return (get.type(event.card) == "basic" || get.type(event.card) == "trick") && event.targets.length == 1;
},
forced: true,
popup: false,
async content(event, trigger, player) {
const storage = player.getStorage("olpijing_effect");
player.removeSkill("olpijing_effect");
const {
result: { bool, targets },
} = await player
.chooseTarget("披荆:请选择此牌的额外目标", [1, storage.length], (card, player, target) => {
const trigger = get.event().getTrigger();
return !trigger.targets.includes(target) && get.event("storage").includes(target) && lib.filter.targetEnabled2(trigger.card, player, target) && lib.filter.targetInRange(trigger.card, player, target);
})
.set("prompt2", "不选择的角色视为你选择摸牌项")
.set("ai", target => {
const player = get.event("player"),
trigger = get.event().getTrigger();
return get.effect(target, trigger.card, player, player) - get.effect(player, { name: "draw" }, player, player);
})
.set("storage", storage);
if (bool) {
player.line(targets);
trigger.targets.addArray(targets);
if (storage.length - targets.length > 0) {
player.draw(storage.length - targets.length);
}
} else player.draw(storage.length);
},
},
},
},
//郭图
olqushi: {
audio: 2,
enable: "phaseUse",
usable: 1,
delay: false,
async content(event, trigger, player) {
await player.draw();
if (player.countCards("h") && game.hasPlayer(target => target != player)) {
const {
result: { bool, targets, cards },
} = await player.chooseCardTarget({
forced: true,
prompt: "将一张手牌作为“趋”扣置于其他角色的武将牌上",
filterTarget: lib.filter.notMe,
filterCard: true,
position: "h",
ai1(card) {
if (get.type(card, false) == "equip") return 1 - get.value(card);
return 7 - get.value(card);
},
ai2(target) {
const att = get.sgn(get.sgn(get.attitude(get.event("player"), target)) + 0.5);
return (target.countCards("h") + 1) * att;
},
});
if (bool) {
const target = targets[0];
target.addSkill("olqushi_effect");
target.markAuto("olqushi_effect", [player]);
game.log(player, "将一张牌扣置于", target, "的武将牌上");
target.addToExpansion(cards, player, "giveAuto").gaintag.add("olqushi_effect");
}
}
},
ai: {
order: 1,
result: { player: 1 },
},
subSkill: {
effect: {
charlotte: true,
onremove(player, skill) {
delete player.storage[skill];
const cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
marktext: "趋",
intro: {
content: "expansion",
markcount: "expansion",
mark(dialog, storage, player) {
if (storage.some(source => source.isUnderControl(true))) dialog.add(player.getExpansions("olqushi_effect"));
else return "共扣置" + get.cnNumber(player.getExpansions("olqushi_effect").length) + "张“趋”";
},
},
trigger: { player: "phaseJieshuBegin" },
forced: true,
popup: false,
async content(event, trigger, player) {
const cards = player.getExpansions("olqushi_effect");
if (cards.length) {
await player.loseToDiscardpile(cards);
const targets = player.getStorage("olqushi_effect").filter(i => {
return i.isIn();
}).sortBySeat();
const num = Math.min(player.getHistory("useCard", evt => {
return evt.targets && evt.targets.length;
}).reduce((targets, evt) => {
targets.addArray(evt.targets);
return targets;
}, []).length, 5);
if (targets.length && num>0 && player.getHistory("useCard", evt => {
return cards.some(card => get.type2(card) == get.type2(evt.card));
}).length) {
for (const target of targets) await target.draw(num);
}
}
player.removeSkill("olqushi_effect");
},
},
},
},
olweijie: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
filter(event, player) {
if (
!game.hasPlayer(target => {
return get.distance(player, target) == 1 && target.countCards("h");
}) ||
_status.currentPhase === player ||
event.olweijie
)
return false;
return get
.inpileVCardList(info => {
const name = info[2];
return get.type(name) == "basic";
})
.some(card => event.filterCard({ name: card[2], nature: card[3], isCard: true }, player, event));
},
chooseButton: {
dialog(event, player) {
const list = get
.inpileVCardList(info => {
const name = info[2];
return get.type(name) == "basic";
})
.filter(card => event.filterCard({ name: card[2], nature: card[3], isCard: true }, player, event));
return ui.create.dialog("诿解", [list, "vcard"]);
},
filter(button, player) {
return get.event().getParent().filterCard({ name: button.link[2], nature: button.link[3], isCard: true }, player, _status.event.getParent());
},
check(button) {
if (get.event().getParent().type != "phase") return 1;
return get.event("player").getUseValue({ name: button.link[2], nature: button.link[3], isCard: true });
},
backup(links, player) {
return {
viewAs: {
name: links[0][2],
nature: links[0][3],
isCard: true,
},
filterCard: () => false,
selectCard: -1,
*precontent(event, map) {
delete event.result.skill;
const player = map.player;
let stop = false;
const result = yield player
.chooseTarget("请选择一名距离为1的角色", "弃置其一张手牌,若此牌牌名为【" + get.translation(event.result.card.name) + "】,则视为你使用/打出之", (card, player, target) => {
return get.distance(player, target) == 1 && target.countCards("h");
})
.set("ai", target => 1 - get.sgn(get.attitude(get.event("player"), target)));
if (result.bool) {
const target = result.targets[0];
player.logSkill("olweijie", target);
player.tempBanSkill("olweijie", null, false);
const result2 = yield player
.discardPlayerCard(target, "h", true)
.set("prompt2", "若弃置的牌名为【" + get.translation(event.result.card.name) + "】,则视为你使用/打出之")
.set("ai", button => {
if (button.link.isKnownBy(get.event("player")) && button.link.name == get.event("namex")) return 114514;
return 1 + Math.random();
})
.set("namex", event.result.card.name);
if (result2.bool) {
const card = result2.cards[0];
if (get.name(card, target) == event.result.card.name) {
player.popup("洗具");
stop = true;
} else player.popup("杯具");
}
}
if (!stop) {
const evt = event.getParent();
evt.set("olweijie", true);
evt.goto(0);
delete evt.openskilldialog;
return;
}
},
};
},
prompt(links, player) {
const nature = get.translation(links[0][3]) || "";
const name = "【" + get.translation(links[0][2]) + "】";
return "弃置距离为1的一名角色的一张手牌,若此牌牌名为" + name + ",则你视为使用" + nature + name;
},
},
ai: {
order: 10,
respondSha: true,
respondShan: true,
skillTagFilter(player, tag) {
const name = tag == "respondSha" ? "sha" : "shan";
return lib.skill.olweijie.hiddenCard(player, name);
},
result: {
player(player) {
if (_status.event.dying && get.attitude(player, _status.event.dying) <= 0) return 0;
return game.hasPlayer(target => {
if (get.attitude(player, target) > 0) return false;
return get.distance(player, target) == 1 && target.countCards("h");
})
? 1
: 0;
},
},
},
hiddenCard(player, name) {
if (!lib.inpile.includes(name) || _status.currentPhase === player || player.isTempBanned("olweijie")) return false;
return (
get.type(name) == "basic" &&
game.hasPlayer(target => {
return get.distance(player, target) == 1 && target.countCards("h");
})
);
},
},
//胡金定
olqingyuan: {
audio: 2,
trigger: {
global: ["phaseBefore", "gainAfter", "loseAsyncAfter"],
player: ["enterGame", "damageEnd"],
},
filter(event, player) {
const storage = player.getStorage("olqingyuan");
if (event.name == "gain" || event.name == "loseAsync") {
if (player.hasSkill("olqingyuan_used")) return false;
return storage.some(target => event.getg(target).length) && storage.some(target => target.hasCard(card => lib.filter.canBeGained(card, target, player), "h"));
}
if (!game.hasPlayer(target => !storage.includes(target) && target != player)) return false;
if (event.name == "damage" && player.getAllHistory("damage").indexOf(event) != 0) return false;
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
async content(event, trigger, player) {
if (trigger.name == "gain" || trigger.name == "loseAsync") {
const target = player
.getStorage("olqingyuan")
.filter(target => target.hasCard(card => lib.filter.canBeGained(card, target, player), "h"))
.randomGet();
player.line(target);
player.addTempSkill("olqingyuan_used");
player.gain(
target
.getCards("h", card => {
return lib.filter.canBeGained(card, target, player);
})
.randomGet(),
target,
"giveAuto"
);
} else {
const filterTarget = (card, player, target) => {
return target != player && !player.getStorage("olqingyuan").includes(target);
},
targetsx = game.filterPlayer(current => filterTarget(null, player, current));
let result;
if (targetsx.length == 1) result = { bool: true, targets: targetsx };
else
result = await player
.chooseTarget(filterTarget, true)
.set("prompt2", "每回合限一次,当你以此法选择的角色获得牌后,你随机获得其中一名角色的一张手牌")
.set("prompt", "请选择【轻缘】的目标")
.set("ai", target => {
const player = get.event("player");
return get.effect(target, new lib.element.VCard({ name: "shunshou_copy2" }), player, player);
})
.forResult();
if (result.bool) {
const target = result.targets[0];
player.line(target);
game.log(player, "选择了", target);
player.markAuto("olqingyuan", [target]);
}
}
},
subSkill: { used: { charlotte: true } },
intro: { content: "已选择$为目标" },
ai: {
expose: 0.3,
},
},
olchongshen: {
audio: 2,
locked: false,
enable: "chooseToUse",
filterCard(card) {
return get.itemtype(card) == "card" && card.hasGaintag("olchongshen") && get.color(card) == "red";
},
position: "h",
viewAs: { name: "shan" },
viewAsFilter(player) {
if (!player.countCards("h", card => card.hasGaintag("olchongshen") && get.color(card) == "red")) return false;
},
prompt: "将本轮得到的红色牌当作【闪】使用",
check(card) {
return 7 - get.value(card);
},
ai: {
order: 2,
respondShan: true,
skillTagFilter(player, tag, arg) {
if (arg == "respond" || !player.countCards("h", card => _status.connectMode || (card.hasGaintag("olchongshen") && get.color(card) == "red"))) return false;
},
effect: {
target(card, player, target, current) {
if (get.tag(card, "respondShan") && current < 0) return 0.6;
},
},
},
group: "olchongshen_mark",
mod: {
aiValue(player, card, num) {
if (get.name(card) != "shan" && get.itemtype(card) == "card" && (!card.hasGaintag("olchongshen") || get.color(card) != "red")) return;
let cards = player.getCards("hs", card => get.name(card) == "shan" || card.hasGaintag("olchongshen"));
cards.sort((a, b) => (get.name(b) == "shan" ? 1 : 2) - (get.name(a) == "shan" ? 1 : 2));
const geti = () => {
if (cards.includes(card)) return cards.indexOf(card);
return cards.length;
};
if (get.name(card) == "shan") return Math.min(num, [6, 4, 3][Math.min(geti(), 2)]) * 0.6;
return Math.max(num, [6.5, 4, 3][Math.min(geti(), 2)]);
},
aiUseful() {
return lib.skill.olchongshen.mod.aiValue.apply(this, arguments);
},
// ignoredHandcard(card,player){
// if(card.hasGaintag('olchongshen')) return true;
// },
// cardDiscardable(card,player,name){
// if(name=='phaseDiscard'&&card.hasGaintag('olchongshen')) return false;
// },
},
init(player) {
if (game.phaseNumber > 0) {
const hs = player.getCards("h"),
history = player.getAllHistory();
let cards = [];
for (let i = history.length - 1; i >= 0; i--) {
for (const evt of history[i].gain) {
cards.addArray(evt.cards);
}
if (history[i].isRound) break;
}
cards = cards.filter(i => hs.includes(i));
if (cards.length) player.addGaintag(cards, "olchongshen");
}
},
onremove(player) {
player.removeGaintag("olchongshen");
},
subSkill: {
mark: {
charlotte: true,
trigger: { player: "gainBegin", global: "roundStart" },
filter(event, player) {
return event.name == "gain" || game.roundNumber > 1;
},
forced: true,
popup: false,
content() {
if (trigger.name == "gain") trigger.gaintag.add("olchongshen");
else player.removeGaintag("olchongshen");
},
},
},
},
//田畴
olshandao: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
return game.hasPlayer(target => lib.skill.olshandao.filterTarget(null, player, target));
},
filterTarget(card, player, target) {
return target.countCards("he");
},
usable: 1,
selectTarget: [1, Infinity],
multitarget: true,
multiline: true,
async content(event, trigger, player) {
const wugu = new lib.element.VCard({ name: "wugu" });
const wanjian = new lib.element.VCard({ name: "wanjian" });
const targets = game.filterPlayer(target => {
if (target == player) return false;
return !event.targets.includes(target) && player.canUse(wanjian, target, false);
}),
targetx = event.targets.sortBySeat();
let dialog = ["将这些角色的各一张牌置于牌堆顶,然后视为对这些角色使用【五谷丰登】"];
for (const target of targetx) {
const name = target == player ? "你" : get.translation(target);
if (target.countCards("h")) {
dialog.add('
' + name + "的手牌区
");
if (player.hasSkillTag("viewHandcard", null, target, true) || player == target) dialog.push(target.getCards("h"));
else dialog.push([target.getCards("h"), "blank"]);
}
if (target.countCards("e")) dialog.addArray(['' + name + "的装备区
", target.getCards("e")]);
}
const {
result: { bool, links },
} = await player
.chooseButton(dialog, event.targets.length, true)
.set("filterButton", button => {
return !ui.selected.buttons.some(but => get.owner(but.link) == get.owner(button.link));
})
.set("ai", button => 1 / (get.value(button.link, get.owner(button.link)) || 0.5));
if (bool) {
const cards = links.sort((a, b) => targetx.indexOf(get.owner(a)) - targetx.indexOf(get.owner(b)));
for (const card of cards) {
const target = get.owner(card);
target.$throw(1, 1000);
await target.lose([card], ui.cardPile, "insert");
}
const targety = targetx.filter(target => player.canUse(wugu, target, false));
if (targety.length) await player.useCard(wugu, targety, false);
if (targets.length) await player.useCard(wanjian, targets, false);
}
},
ai: {
order: 9,
result: { target: 1 },
},
},
//李异
olchanshuang: {
audio: 2,
enable: "phaseUse",
filterTarget: lib.filter.notMe,
usable: 1,
content: function* (event, map) {
const player = map.player,
target = event.target;
const choiceList = ["重铸一张牌", "使用一张【杀】", "弃置两张牌"],
list = ["重铸", "出杀", "弃牌", "无法选择"];
let result = [];
for (let current of [player, target]) {
let list1 = list.slice(),
choiceList1 = choiceList.slice();
list1 = list1.filter(control => {
if (control == "无法选择") return false;
if (control == "重铸") return current.countCards("he", card => current.canRecast(card));
if (control == "出杀") return current.countCards("he", card => card.name == "sha" && current.hasUseTarget(card));
if (control == "弃牌") return current.countCards("he", card => lib.filter.cardDiscardable(card, current)) > 1;
});
choiceList1 = choiceList.filter(control => {
if (choiceList.indexOf(control) == 0) return current.countCards("he", card => current.canRecast(card));
if (choiceList.indexOf(control) == 1) return current.countCards("he", card => card.name == "sha" && current.hasUseTarget(card));
if (choiceList.indexOf(control) == 2) return current.countCards("he", card => lib.filter.cardDiscardable(card, current)) > 1;
});
if (list1.length) {
if (list1.length == 1) result.push(list.indexOf(list1[0]));
else {
let result1 = yield current
.chooseControl(list1)
.set("ai", () => {
const current = _status.event.player;
const controls = _status.event.controls.slice();
if (controls.includes("出杀") && current.countCards("hs", card => card.name == "sha" && current.hasValueTarget(card))) return "出杀";
if (controls.includes("重铸")) return "重铸";
return "弃牌";
})
.set("choiceList", choiceList1);
if (result1.control) result.push(list.indexOf(result1.control));
}
} else result.push(3);
}
player.popup(list[result[0]]);
target.popup(list[result[1]]);
for (let current of [player, target]) {
switch (list[result[current == player ? 0 : 1]]) {
case "重铸": {
let result2 = yield current.chooseCard("he", "请重铸一张牌", (card, player) => player.canRecast(card), true);
if (result2.bool) current.recast(result2.cards);
break;
}
case "出杀": {
current.chooseToUse({
prompt: "请使用一张【杀】",
filterCard: function (card, player) {
if (card.name != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
forced: true,
ai1: function (card) {
return _status.event.player.getUseValue(card);
},
});
break;
}
case "弃牌": {
current.chooseToDiscard("he", 2, true);
break;
}
}
}
},
ai: {
order: function (item, player) {
return get.order({ name: "sha" }, player) - 0.1;
},
result: {
target: function (player, target) {
const att = get.attitude(player, target);
if (
target.countCards("hs", card => {
return (
card.name == "sha" &&
game.hasPlayer(current => {
return target.canUse(card, current) && get.effect(current, card, target, target) > 0 && get.effect(current, card, target, player) > 0;
})
);
})
)
return 3;
if (att > 0) return 2;
if (!target.countCards("h")) return get.sgn(att) + (att == 0 ? 1 : 0);
return 0;
},
},
},
group: "olchanshuang_end",
subSkill: {
end: {
audio: "olchanshuang",
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return (
player.getHistory("lose", evt => {
if (evt.type == "discard") {
var evtx = evt.getl(player);
return evtx && evtx.cards2.length == 2;
}
return evt.getParent(2).name == "recast";
}).length || player.getHistory("useCard", evt => evt.card.name == "sha").length
);
},
forced: true,
locked: false,
content: function* (event, map) {
let num = 0,
player = map.player;
if (player.getHistory("lose", evt => evt.getParent(2).name == "recast").length) num++;
if (player.getHistory("useCard", evt => evt.card.name == "sha").length) num++;
if (
player.getHistory("lose", evt => {
if (evt.type == "discard") {
var evtx = evt.getl(player);
return evtx && evtx.cards2.length == 2;
}
}).length
)
num++;
if (num && player.countCards("he", card => player.canRecast(card))) {
let result = yield player.chooseCard("he", "请重铸一张牌", (card, player) => player.canRecast(card), true);
if (result.bool) yield player.recast(result.cards);
}
if (num > 1 && player.countCards("he", card => card.name == "sha" && player.hasUseTarget(card))) {
yield player.chooseToUse({
prompt: "请使用一张【杀】",
filterCard: function (card, player) {
if (card.name != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
forced: true,
ai1: function (card) {
return _status.event.player.getUseValue(card);
},
});
}
if (num > 2 && player.countCards("he", card => lib.filter.cardDiscardable(card, player))) yield player.chooseToDiscard("he", 2, true);
},
},
},
},
olzhanjin: {
audio: 2,
locked: true,
group: "olzhanjin_guanshi",
subSkill: {
guanshi: {
audio: "olzhanjin",
nobracket: true,
equipSkill: true,
trigger: { player: ["shaMiss", "eventNeutralized"] },
filter: function (event, player) {
if (!player.hasEmptySlot(1) || !lib.card.guanshi || player.hasSkillTag("unequip_equip1")) return false;
if (event.type != "card" || event.card.name != "sha" || !event.target.isIn()) return false;
return player.countCards("he") >= 2;
},
direct: true,
locked: false,
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt("olzhanjin_guanshi"), "弃置两张牌,令" + get.translation(trigger.card) + "强制命中", 2, "he")
.set("ai", function (card) {
var evt = _status.event.getTrigger();
if (get.attitude(evt.player, evt.target) < 0) {
if (player.needsToDiscard()) return 15 - get.value(card);
if (evt.baseDamage + evt.extraDamage >= Math.min(2, evt.target.hp)) return 8 - get.value(card);
return 5 - get.value(card);
}
return -1;
})
.set("complexCard", true).logSkill = "olzhanjin_guanshi";
"step 1";
if (result.bool) {
if (event.triggername == "shaMiss") {
trigger.untrigger();
trigger.trigger("shaHit");
trigger._result.bool = false;
trigger._result.result = null;
} else trigger.unneutralize();
}
},
mod: {
attackRange: function (player, num) {
if (lib.card.guanshi && player.hasEmptySlot(1)) return num - lib.card.guanshi.distance.attackFrom;
},
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
if (player._olzhanjin_guanshi_temp || !player.hasEmptySlot(1) || !lib.card.guanshi || player.hasSkillTag("unequip_equip1")) return;
player._olzhanjin_guanshi_temp = true;
var bool =
get.attitude(player, arg.target) < 0 &&
arg.card &&
arg.card.name == "sha" &&
player.countCards("he", card => {
return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card)) && get.value(card) < 5;
}) > 1;
delete player._olzhanjin_guanshi_temp;
return bool;
},
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("unequip_equip1")) return;
if (player == target && get.subtype(card) == "equip1") {
if (get.equipValue(card) <= get.equipValue({ name: "guanshi" })) return 0;
}
},
},
},
},
},
},
//曹宇
olgongjie: {
audio: 2,
trigger: { global: "phaseBegin" },
filter(event, player) {
if (!player.countCards("he")) return false;
return !game.hasPlayer(current => {
var history = current.actionHistory;
for (var num = history.length - 1; num >= 0; num--) {
if (history[num].isRound) break;
if (history[num].isSkipped) continue;
return true;
}
return false;
});
},
direct: true,
async content(event, trigger, player) {
var num = player.countCards("he"),
draws = [];
var {
result: { bool, targets },
} = await player.chooseTarget(get.prompt2("olgongjie"), [1, num], lib.filter.notMe).set("ai", target => get.attitude(_status.event.player, target));
if (!bool) return;
targets = targets.sortBySeat();
player.logSkill("olgongjie", targets);
for (var target of targets) {
var {
result: { bool, cards },
} = await target.gainPlayerCard(player, true, "he");
if (bool) draws.add(get.suit(cards[0], player));
}
player.draw(draws.length);
},
},
olxiangxv: {
audio: 2,
trigger: {
player: "loseAfter",
global: ["gainAfter", "equipAfter", "addJudgeAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter(event, player) {
if (!_status.currentPhase || !_status.currentPhase.isIn()) return false;
if (!player.isMinHandcard()) return false;
var evt = event.getl(player);
if (evt && evt.player == player && evt.hs && evt.hs.length > 0) return true;
if (event.getg)
return game.hasPlayer(current => {
var cards = event.getg(current);
if (!cards.length) return false;
return current.countCards("h") >= player.countCards("h") && current.countCards("h") - cards.length < player.countCards("h");
});
return false;
},
check(event, player) {
var target = _status.currentPhase;
var cards = target.getCards("h");
if (target.isPhaseUsing()) {
var cardx = cards.filter(card => get.name(card) == "sha");
cardx.sort((a, b) => target.getUseValue(b) - target.getUseValue(a));
cardx = cardx.slice(Math.min(cardx.length, target.getCardUsable("sha")), cardx.length);
cards.removeArray(cardx);
}
return cards.length - player.countCards("h") > 0;
},
usable: 1,
logTarget: () => _status.currentPhase,
async content(event, trigger, player) {
player
.when({ global: "phaseEnd" })
.then(() => {
if (target && target.isIn()) {
var num = target.countCards("h") - player.countCards("h");
if (num) {
if (num > 0) {
if (player.countCards("h") < 5) player.draw(Math.min(5 - player.countCards("h"), num));
event.finish();
} else player.chooseToDiscard(-num, "h", true);
} else event.finish();
} else event.finish();
})
.then(() => {
if (result.bool && result.cards.length > 1) {
if (player.isDamaged()) player.recover();
}
})
.vars({ target: _status.currentPhase });
},
},
olxiangzuo: {
audio: 2,
trigger: { player: "dying" },
filter(event, player) {
return player.countCards("he") && game.hasPlayer(target => target != player);
},
async cost(event, trigger, player) {
event.result = await player
.chooseCardTarget({
prompt: get.prompt2("olxiangzuo"),
filterCard: true,
selectCard: [1, Infinity],
filterTarget: lib.filter.notMe,
complexCard: true,
complexTarget: true,
complexSelect: true,
ai1(card) {
const player = get.event("player");
if (!ui.selected.targets.length) return 0;
const target = ui.selected.targets[0];
if (
player.hasAllHistory("useSkill", evt => {
return evt.skill == "olgongjie" && (evt.targets || [evt.target]).includes(target);
}) &&
player.hasAllHistory("useSkill", evt => {
return evt.skill == "olxiangxv" && (evt.targets || [evt.target]).includes(target);
})
) {
if (get.attitude(player, target) > 0) return 1;
if (player.canSaveCard(card, player)) return 0;
if (ui.selected.cards.length + player.hp >= player.maxHp) return 0;
return 20 - get.value(card);
}
if (get.attitude(player, target) > 0 && !player.countCards("he", cardx => player.canSaveCard(cardx, player))) return 1;
return 0;
},
ai2(target) {
const player = get.event("player");
const goon =
player.hasAllHistory("useSkill", evt => {
return evt.skill == "olgongjie" && (evt.targets || [evt.target]).includes(target);
}) &&
player.hasAllHistory("useSkill", evt => {
return evt.skill == "olxiangxv" && (evt.targets || [evt.target]).includes(target);
}),
att = get.attitude(player, target);
if (goon) return 5 * att;
if (player.countCards("he", cardx => player.canSaveCard(cardx, player)) > 0) return att;
return 0;
},
})
.forResult();
},
limited: true,
skillAnimation: true,
animationColor: "water",
async content(event, trigger, player) {
const target = event.targets[0],
cards = event.cards;
player.awakenSkill("olxiangzuo");
await player.give(cards, target);
if (
player.hasAllHistory("useSkill", evt => {
return evt.skill == "olgongjie" && evt.targets.includes(target);
}) &&
player.hasAllHistory("useSkill", evt => {
return evt.skill == "olxiangxv" && evt.targets.includes(target);
})
)
await player.recover(cards.length);
},
},
//OL飞扬
olfeiyang: {
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return (
player.countCards("he", card => {
if (_status.connectMode && get.position(card) == "h") return true;
return lib.filter.cardDiscardable(card, player);
}) >= 3 && player.countCards("j")
);
},
direct: true,
//limited:true,
//skillAnimation:true,
//animationColor:'orange',
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("olfeiyang"), "he", 3)
.set("ai", function (card) {
var player = _status.event.player;
if (
player.hasCard(function (card) {
return (
get.effect(
player,
{
name: card.viewAs || card.name,
cards: [card],
},
player,
player
) < 0
);
}, "j")
)
return 6 - get.value(card);
return 0;
})
.set("logSkill", "olfeiyang");
"step 1";
if (result.bool) {
//player.awakenSkill('olfeiyang');
player.discardPlayerCard(player, "j", true);
}
},
},
//李婉
ollianju: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
var history = player.getHistory("useCard");
if (!history.length) return false;
var evt = history[history.length - 1];
return evt.cards && evt.cards.filterInD("d").length;
},
direct: true,
content: function () {
"step 0";
var history = player.getHistory("useCard");
var evt = history[history.length - 1];
event.evt = evt;
player
.chooseTarget(get.prompt("ollianju"), "令一名角色获得" + get.translation(evt.cards.filterInD("d")) + "并记录" + get.translation(evt.card.name), lib.filter.notMe)
.set("ai", target => {
var player = _status.event.player,
att = get.attitude(player, target);
var cards = _status.event.cards;
if (cards.filter(card => get.name(card, false) == "du").length >= Math.ceil(cards.length / 2)) att *= -1;
if (target.skipList.includes("phaseUse") || target.hasJudge("lebu")) return att / 20;
return att;
})
.set("cards", evt.cards.filterInD("d"));
"step 1";
if (result.bool) {
var evt = event.evt;
var target = result.targets[0];
player.logSkill("oliandui", target);
target.gain(evt.cards.filterInD("d"), "gain2");
player.addSkill("ollianju_effect");
player.storage.ollianju = evt.card.name;
player.markSkill("ollianju");
if (!player.storage.ollianju_effect[target.playerid]) player.storage.ollianju_effect[target.playerid] = [];
player.storage.ollianju_effect[target.playerid].add(evt.card.name);
}
},
onunmark: true,
intro: {
content: function (storage, player) {
var str = "当前最后一次记录牌名:" + get.translation(storage);
if (player.storage.ollianju_effect) {
for (var i in player.storage.ollianju_effect) {
var target = game.findPlayer(target => target.playerid == i);
if (!i) continue;
str += "
";
str += get.translation(target) + "的下个结束阶段,其可令你获得其本回合使用的最后一张牌对应的所有位于弃牌堆的实体牌";
str += ",然后若此牌名为" + get.translation(player.storage.ollianju_effect[i]) + ",则你失去1点体力,否则你可以视为使用" + get.translation(player.storage.ollianju_effect[i]);
}
}
return str;
},
},
subSkill: {
effect: {
init: function (player) {
if (!player.storage.ollianju_effect) player.storage.ollianju_effect = {};
},
charlotte: true,
trigger: { global: ["phaseJieshuBegin", "die"] },
filter: function (event, player) {
return player.storage.ollianju_effect[event.player.playerid];
},
direct: true,
content: function () {
"step 0";
if (trigger.name == "phaseJieshu") event.list = player.storage.ollianju_effect[trigger.player.playerid];
delete player.storage.ollianju_effect[trigger.player.playerid];
var history = trigger.player.getHistory("useCard");
var evt = history[history.length - 1];
event.evt = evt;
if (trigger.name == "die" || !history.length || !evt.cards || !evt.cards.filterInD("d").length) event.finish();
"step 1";
var evt = event.evt;
trigger.player.chooseBool(get.prompt("ollianju", player), "令" + get.translation(player) + "获得" + get.translation(evt.cards.filterInD("d")) + (event.list.includes(evt.card.name) ? ",然后" + get.translation(player) + "失去1点体力" : "")).set("choice", get.attitude(trigger.player, player) > 0 && (!event.list.includes(evt.card.name) || player.getHp() > 1));
"step 2";
if (result.bool) {
var evt = event.evt,
cards = evt.cards.filterInD("d");
trigger.player.line(player);
player.gain(cards, "gain2");
if (event.list.includes(evt.card.name)) player.loseHp();
else {
var card = {
name: evt.card.name,
isCard: true,
};
if (player.hasUseTarget(card)) player.chooseUseTarget(card, false);
}
}
},
},
},
},
olsilv: {
audio: 2,
trigger: {
player: ["loseAfter", "gainAfter"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter: function (event, player) {
var name = player.storage.ollianju;
if (!name) return false;
if (event.getg) return event.getg(player).some(card => card.name == name) && !player.hasSkill("olsilv_gain");
return event.getl(player).cards2.some(card => card.name == name) && !player.hasSkill("olsilv_lose");
},
forced: true,
content: function () {
"step 0";
player.addTempSkill("olsilv_" + (trigger.getg ? "gain" : "lose"));
if (!trigger.visible) {
var cards,
name = player.storage.ollianju;
if (trigger.getg) cards = trigger.getg(player).filter(card => card.name == name);
else cards = trigger.getl(player).cards2.filter(card => card.name == name);
if (cards.length) player.showCards(cards, get.translation(player) + "发动了【思闾】");
}
"step 1";
player.draw();
},
ai: { combo: "ollianju" },
subSkill: {
gain: { charlotte: true },
lose: { charlotte: true },
},
},
relianju: {
audio: "ollianju",
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return player.hasHistory("useCard", evt => {
return (evt.cards || []).some(card => get.position(card, true) == "d");
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("relianju"), "令一名其他角色获得你本回合使用的且进入弃牌堆的至多两张颜色相同的牌", lib.filter.notMe)
.set("ai", target => {
const player = get.event("player");
let att = get.attitude(_status.event.player, target);
if (target.hasJudge("lebu")) att /= 2;
if (target.hasSkillTag("nogain")) att /= 10;
return att / (1 + get.distance(player, target, "absolute"));
})
.forResult();
},
async content(event, trigger, player) {
const cards = player
.getHistory("useCard", evt => {
return (evt.cards || []).some(card => get.position(card, true) == "d");
})
.reduce((sum, evt) => {
return sum.addArray(evt.cards.filter(card => get.position(card, true) == "d"));
}, []),
target = event.targets[0];
const result = await player
.chooseButton(["联句:选择令" + get.translation(target) + "获得的牌", cards], [1, 2], true)
.set("filterButton", button => {
return !ui.selected.buttons.some(but => get.color(but.link) != get.color(button.link));
})
.set("ai", button => {
return get.value(button.link, get.event("target"));
})
.set("target", target)
.forResult();
if (result.bool) {
const color = get.color(result.links[0], false);
await target.gain(result.links, "gain2").set('gaintag', ["resilv"]);
player.when({ global: "phaseJieshuBegin" })
.filter(
evt =>
evt.player == target &&
target.hasHistory("useCard", evt => {
return (evt.cards || []).some(card => get.position(card, true) == "d" && get.color(card) != color);
})
)
.then(() => {
const cards = trigger.player
.getHistory("useCard", evt => {
return (evt.cards || []).some(card => get.position(card, true) == "d" && get.color(card) != color);
})
.reduce((sum, evt) => {
return sum.addArray(evt.cards.filter(card => get.position(card, true) == "d" && get.color(card) != color));
}, []);
player
.chooseButton(["联句:请选择获得的牌", cards], [1, 2], true)
.set("filterButton", button => {
return !ui.selected.buttons.some(but => get.color(but.link) != get.color(button.link));
})
.set("ai", button => {
return get.value(button.link, get.event("target"));
});
})
.then(() => {
if (result.bool) {
player.gain(result.links, "gain2").gaintag.add("resilv");
}
})
.vars({ color: color });
}
},
},
resilv: {
audio: "olsilv",
trigger: { player: "damageEnd" },
forced: true,
content() {
player.draw().gaintag = ["resilv"];
},
group: "resilv_restore",
subSkill: {
restore: {
audio: "olsilv",
trigger: { global: ["loseAfter", "loseAsyncAfter"] },
filter(event, player) {
if (event.type != "discard" || event.getlx === false) return false;
if (event.name == "lose") {
if (!event.player.isIn()) return false;
return event.cards2.some(card => {
return (event.gaintag_map[card.cardid] || []).includes("resilv") && get.position(card, true) == "d";
});
}
return game.hasPlayer(target => {
return target.hasHistory("lose", evt => {
if (evt.getParent() != event || evt.position != ui.discardPile) return false;
return evt.cards2.some(card => {
if (get.position(card, true) != "d") return false;
return (evt.gaintag_map[card.cardid] || []).includes("resilv");
});
});
});
},
forced: true,
logTarget(event, player) {
if (event.name == "lose") return event.player;
return game
.filterPlayer(target => {
return target.hasHistory("lose", evt => {
if (evt.getParent() != event || evt.position != ui.discardPile) return false;
return evt.cards2.some(card => {
if (get.position(card, true) != "d") return false;
return evt.gaintag_map[card.cardid] && evt.gaintag_map[card.cardid].includes("resilv");
});
});
})
.sortBySeat();
},
async content(event, trigger, player) {
if (trigger.name == "lose") {
await trigger.player.gain(
trigger.cards2.filter(card => {
return (trigger.gaintag_map[card.cardid] || []).includes("resilv") && get.position(card, true) == "d";
}),
"gain2"
);
} else {
for (const target of lib.skill.resilv_restore.logTarget(trigger, player)) {
await target.gain(
target
.getHistory("lose", evt => {
if (evt.getParent() != trigger || evt.position != ui.discardPile) return false;
return evt.cards2.some(card => {
if (get.position(card, true) != "d") return false;
return (evt.gaintag_map[card.cardid] || []).includes("resilv");
});
})
.reduce((sum, evt) => {
return sum.addArray(
evt.cards2.filter(card => {
if (get.position(card, true) != "d") return false;
return (evt.gaintag_map[card.cardid] || []).includes("resilv");
})
);
}, []),
"gain2"
);
}
}
},
},
},
},
//丁尚涴
olfudao: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
locked: false,
content: function () {
"step 0";
player.draw(3);
"step 1";
var num = player.countCards("h");
if (num > 0) {
player.chooseCardTarget({
prompt: "抚悼:将至多三张手张牌交给一名其他角色",
selectCard: [1, 3],
filterCard: true,
filterTarget: lib.filter.notMe,
position: "h",
ai1: function (card) {
if (card.name == "du") return 10;
else if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
var player = _status.event.player;
if (
ui.selected.cards.length > 4 ||
!game.hasPlayer(function (current) {
return get.attitude(player, current) > 0 && !current.hasSkillTag("nogain");
})
)
return 0;
return 1 / Math.max(0.1, get.value(card));
},
ai2: function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (ui.selected.cards[0].name == "du") return -att;
if (target.hasSkillTag("nogain")) att /= 6;
return att;
},
});
} else event.goto(3);
"step 2";
if (result.bool) {
player.give(result.cards, result.targets[0]);
}
"step 3";
var num = player.countCards("h");
if (num > 0) player.chooseToDiscard("h", [1, num], "抚悼:弃置任意张手牌,然后记录手牌数");
"step 4";
player.storage.olfudao = player.countCards("h");
player.markSkill("olfudao");
},
intro: {
content: "一名角色的回合结束时,若其手牌数等于#,你可以与其各摸一张牌。",
},
group: "olfudao_qiaoshi",
subSkill: {
qiaoshi: {
audio: "olfudao",
trigger: { global: "phaseEnd" },
filter: function (event, player) {
if (typeof player.storage.olfudao != "number") return false;
return event.player.countCards("h") == player.storage.olfudao && event.player.isIn();
},
check: function (event, player) {
return get.attitude(player, event.player) >= 0;
},
logTarget: "player",
prompt2: function (event, player) {
return "与" + get.translation(event.player) + "各摸一张牌";
},
content: function () {
game.asyncDraw([trigger.player, player]);
},
},
},
},
olfengyan: {
audio: 2,
trigger: { player: ["damageEnd", "useCard", "respond"] },
filter: function (event, player) {
if (event.name == "damage") return event.source && event.source.isIn() && event.source != player;
return Array.isArray(event.respondTo) && event.respondTo[0] != player;
},
logTarget: function (event, player) {
if (event.name == "damage") return event.source;
return event.respondTo[0];
},
forced: true,
content: function () {
"step 0";
var target = lib.skill.olfengyan.logTarget(trigger, player);
var str = get.translation(target);
event.target = target;
player
.chooseControl()
.set("choiceList", ["摸一张牌,然后交给" + str + "一张牌", "令" + str + "摸一张牌,然后" + str + "弃置两张牌"])
.set("ai", () => (_status.event.att > 0 ? 0 : 1))
.set("att", get.attitude(player, target));
"step 1";
if (result.index == 0) {
player.draw();
player.chooseToGive(target, "he", true);
} else {
target.draw();
target.chooseToDiscard(2, "he", true);
}
},
},
//张燕
olsuji: {
audio: 2,
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
if (!event.player.isDamaged()) return false;
return (
(_status.connectMode && player.countCards("hes")) ||
(!_status.connectMode &&
player.hasCard(card => {
return get.color(card) == "black";
}, "hes"))
);
},
direct: true,
content: [
(event, map) => {
var player = map.player,
trigger = map.trigger;
var next = player.chooseToUse();
next.set("openskilldialog", `###${get.prompt("olsuji")}###将一张黑色牌当【杀】使用${player == trigger.player ? "" : `。若${get.translation(trigger.player)}受到了此【杀】的伤害,你获得其一张牌。`}`);
next.set("norestore", true);
next.set("_backupevent", "olsuji_backup");
next.set("addCount", false);
next.set("logSkill", "olsuji");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("olsuji_backup");
},
(event, map) => {
if (map.result.bool) {
var player = map.player,
trigger = map.trigger;
if (
trigger.player.isIn() &&
trigger.player.hasHistory("damage", evt => {
return evt.card && evt.card.storage && evt.card.storage.olsuji;
}) &&
trigger.player.countGainableCards(player, "he")
)
player.gainPlayerCard(trigger.player, "he", true);
}
},
],
subSkill: {
backup: {
filterCard: function (card) {
return get.itemtype(card) == "card" && get.color(card) == "black";
},
viewAs: {
name: "sha",
storage: { olsuji: true },
},
selectCard: 1,
position: "hes",
ai1: function (card) {
return 5 - get.value(card);
},
precontent: function () {
delete event.result.skill;
},
},
},
},
ollangdao: {
audio: 2,
trigger: { player: "useCardToPlayer" },
filter: function (event, player) {
if (event.card.name != "sha") return false;
return event.isFirstTarget && event.targets.length == 1 && player.getStorage("ollangdao").length < 3;
},
logTarget: "target",
onremove: true,
check: function (event, player) {
if (get.attitude(player, event.target) > 0) {
if (
player.getStorage("ollangdao").includes(1) &&
game.hasPlayer(current => {
return player.canUse(event.card, current) && get.effect(current, event.card, player, player) > 0;
})
)
return event.getRand() < 0.5;
return false;
}
return event.target.getHp() <= 2 || player.getDamagedHp() > 1 || !player.hasCard({ color: "black" }, "hes");
},
content: function* (event, map) {
var player = map.player,
trigger = map.trigger,
result = map.result;
var target = trigger.target;
var send = function (card, list) {
var next = game.createEvent("ollangdao_choose", false);
next.setContent(lib.skill.ollangdao.contentx);
next.set("card", card);
next.set("list", list);
game.resume();
};
var sendback = function (result, player) {
if (!result) result = {};
if (typeof result.index !== "number" || result.index < 0) {
result.index = [0, 1, 2].find(i => !event.player.getStorage("ollangdao").includes(i));
}
results.push([player, result]);
};
var ai_targets = [];
var results = [];
var players = [player, target];
var withme = false,
withol = false,
withai = false;
for (var i = 0; i < players.length; i++) {
if (_status.connectMode) players[i].showTimer();
var card = trigger.card,
list = player.getStorage("ollangdao");
if (players[i].isOnline()) {
withol = true;
players[i].send(send, card, list);
players[i].wait(sendback);
} else if (players[i] == game.me) {
withme = true;
var next = game.createEvent("ollangdao_choose", false);
next.setContent(lib.skill.ollangdao.contentx);
next.set("card", card);
next.set("list", list);
if (_status.connectMode) game.me.wait(sendback);
} else {
ai_targets.push(players[i]);
}
}
if (ai_targets.length) {
for (var i = 0; i < ai_targets.length; i++) {
if (players.includes(ai_targets[i])) {
var target = ai_targets[i];
var list = [0, 1, 2].removeArray(player.getStorage("ollangdao"));
var index = list[0];
if (get.attitude(target, player) < 0) {
if (
!game.hasPlayer(current => {
return !trigger.targets.includes(current) && player.canUse(trigger.card, current) && get.effect(current, trigger.card, player, target) < 0;
})
)
list.removeArray([0, 2]);
if (player.getStorage("ollangdao").includes(2)) list.remove(0);
} else {
if (
!game.hasPlayer(current => {
return !trigger.targets.includes(current) && player.canUse(trigger.card, current) && get.effect(current, trigger.card, player, target) > 0;
})
)
list.remove(1);
if (!list.includes(1)) list.remove(0);
}
if (list.length) index = list.randomGet();
sendback({ index: index }, target);
ai_targets.splice(i--, 1);
}
}
if (ai_targets.length) {
ai_targets.randomSort();
setTimeout(function () {
event.interval = setInterval(
function () {
var target = ai_targets.shift();
var list = [0, 1, 2].removeArray(player.getStorage("ollangdao"));
var index = list[0];
if (get.attitude(target, player) < 0) {
if (
!game.hasPlayer(current => {
return !trigger.targets.includes(current) && player.canUse(trigger.card, current) && get.effect(current, trigger.card, player, target) < 0;
})
)
list.removeArray([0, 2]);
if (player.getStorage("ollangdao").includes(2)) list.remove(0);
} else {
if (
!game.hasPlayer(current => {
return !trigger.targets.includes(current) && player.canUse(trigger.card, current) && get.effect(current, trigger.card, player, target) > 0;
})
)
list.remove(1);
if (!list.includes(1)) list.remove(0);
}
if (list.length) index = list.randomGet();
sendback({ index: index }, target);
if (!ai_targets.length) {
clearInterval(event.interval);
if (withai) game.resume();
}
},
_status.connectMode ? 750 : 75
);
}, 500);
}
}
if (withme) {
result = yield next;
if (_status.connectMode) {
game.me.unwait(result, game.me);
} else {
if (!result) result = {};
if (typeof result.index !== "number" || result.index < 0) {
result.index = [0, 1, 2].find(i => !event.player.getStorage("ollangdao").includes(i));
}
results.push([player, result]);
}
}
if (withol && !event.resultOL) {
game.pause();
yield null;
}
if (ai_targets.length > 0) {
withai = true;
game.pause();
yield null;
}
if (_status.connectMode) {
for (var i of [player, target]) i.hideTimer();
}
var chosenCount = [0, 0, 0];
results.sort((a, b) => lib.sort.seat(a[0], b[0]));
player
.when("useCardAfter")
.assign({
card: trigger.card,
})
.then(() => {
var card = get.info(event.name).card;
var dieEvts = game.getGlobalHistory("everything", evt => evt.name == "die");
if (
trigger.card == card &&
!game.hasPlayer2(current => {
for (var evt of dieEvts) {
if (evt.player != current) continue;
var evtx = evt.getParent(2);
if (evtx.name != "damage") continue;
if (evtx.card && evtx.card == card) return true;
}
return false;
}, true)
) {
var toRemove = card.storage.ollangdao_remove;
var list = [0, 1, 2].filter(i => (toRemove >> i) & 1);
if (!list.length) return;
player.markAuto("ollangdao", list);
game.log(
player,
"移去了",
"#g【狼蹈】",
"的",
"#y选项" +
list
.map(i => {
return get.cnNumber(i + 1, true);
})
.join("、")
);
}
});
if (!trigger.card.storage) trigger.card.storage = {};
if (!trigger.card.storage.ollangdao_remove) trigger.card.storage.ollangdao_remove = 0;
var config = [
["伤害+1", "fire"],
["目标+1", "wood"],
["不能响应", "water"],
];
for (var res of results) {
var target = res[0],
result = res[1];
if (!target || !result) continue;
var ind = result.index;
var conf = config[ind];
trigger.card.storage.ollangdao_remove |= 1 << ind;
target.popup(conf[0], conf[1]);
game.log(target, "选择令", trigger.card, `#g${conf[0]}`);
chosenCount[ind]++;
}
game.delay();
var extraBaseDamage = chosenCount[0],
extraTargetNum = chosenCount[1],
directHit = chosenCount[2];
trigger.getParent().baseDamage += extraBaseDamage;
if (directHit) trigger.directHit.addArray(game.players);
if (extraTargetNum <= 0) {
event.finish();
return;
}
result = yield player
.chooseTarget(`狼蹈:为${get.translation(trigger.card)}额外指定至多${get.cnNumber(extraTargetNum)}个目标`, (card, player, target) => {
return !_status.event.targets.includes(target) && player.canUse(_status.event.card, target);
})
.set("targets", trigger.targets)
.set("ai", target => {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayex();
var targets = result.targets;
player.line(targets);
trigger.targets.addArray(targets);
game.log(targets, "也成为了", trigger.card, "的目标");
}
},
contentx: function () {
"step 0";
var name = get.translation(card);
var choices = [],
choiceList = [`令${name}伤害基数+1`, `令${name}可以多选择一个目标`, `令${name}不可被响应`];
[0, 1, 2].forEach((item, index) => {
if (event.list.includes(item)) {
choiceList[index] = `${choiceList[index]}`;
} else choices.push(`选项${get.cnNumber(index + 1, true)}`);
});
game.me
.chooseControl(choices)
.set("prompt", "狼蹈:请选择一项")
.set("choiceList", choiceList)
.set("ai", () => {
return _status.event.controls.randomGet();
});
"step 1";
event.result = { index: ["选项一", "选项二", "选项三"].indexOf(result.control) };
},
intro: {
content: (storage, player) => `已移除选项${storage.map(i => get.cnNumber(i + 1, true)).join("、")}`,
},
},
//张既
skill_zhangji_A: {
audio: 2,
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
if (player.countMark("skill_zhangji_A_count") >= player.hp) return false;
return event.target != player && event.target.countCards("h") && player.isPhaseUsing();
},
check: function (event, player) {
return get.attitude(player, event.target) < 0;
},
logTarget: "target",
content: function () {
"step 0";
player.addTempSkill("skill_zhangji_A_count", "phaseUseAfter");
player.addMark("skill_zhangji_A_count", 1, false);
player.viewHandcards(trigger.target);
var list = [],
choiceList = ["弃置" + get.translation(trigger.target) + "的一张牌,然后若弃置的牌的是能造成火焰伤害的牌,你摸一张牌", "重铸" + get.translation(trigger.target) + "手牌中的所有【杀】和【决斗】", "你与" + get.translation(trigger.target) + "互相对对方造成1点伤害"];
list.push("选项一");
if (trigger.target.countCards("h", { name: ["sha", "juedou"] })) list.push("选项二");
else choiceList[1] = '' + choiceList[1] + "";
if (!trigger.target.countCards("h", { name: "shan" })) list.push("选项三");
else choiceList[2] = '' + choiceList[2] + "";
player
.chooseControl(list)
.set("prompt", get.prompt("tspowei", target))
.set("choiceList", choiceList)
.set("ai", function () {
var player = _status.event.player,
target = _status.event.target;
if (list.includes("选项三") && player.hp + player.countCards("hs", { name: "tao" }) > 2) return "选项三";
if (list.includes("选项二") && target.countCards("h", { name: ["sha", "juedou"] }) > 1) return "选项二";
return "选项一";
})
.set("target", trigger.target);
"step 1";
game.log(player, "选择了", "#y" + result.control);
switch (result.control) {
case "选项一":
player.discardPlayerCard("he", trigger.target, "visible", true);
break;
case "选项二":
var cards = trigger.target.getCards("h", { name: ["sha", "juedou"] }).filter(card => trigger.target.canRecast(card));
trigger.target.recast(cards);
event.finish();
break;
case "选项三":
trigger.target.damage(player);
player.damage(trigger.target);
event.finish();
break;
}
"step 2";
if (result.bool && get.tag(result.cards[0], "fireDamage")) player.draw();
},
subSkill: {
count: {
charlotte: true,
onremove: true,
},
},
},
skill_zhangji_B: {
getNum: function (name) {
var num = 0;
if (name == "litong") num = 1;
else
switch (game.getRarity(name)) {
case "junk":
num = 1;
break;
case "rare":
num = 2;
break;
case "epic":
num = 3;
break;
case "legend":
num = 4;
break;
}
return num;
},
getCharacter: function (list) {
var listx = [],
num = 0;
for (var name of list) {
var numx = lib.skill.skill_zhangji_B.getNum(name);
if (numx > num) {
num = numx;
listx = [name];
} else if (numx == num) listx.push(name);
}
return listx;
},
group: "skill_zhangji_B_jieming",
audio: 2,
trigger: { player: "dying" },
skillAnimation: true,
animationColor: "water",
direct: true,
content: function () {
"step 0";
if (!_status.characterlist) lib.skill.pingjian.initList();
player.chooseTarget(get.prompt("skill_zhangji_B"), "令一名其他角色选择是否更换武将牌", lib.filter.notMe).set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
var num = lib.skill.skill_zhangji_B.getNum(target.name);
if (target.name2 != undefined) num = Math.min(num, lib.skill.skill_zhangji_B.getNum(target.name2));
return att * (4 - num);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("skill_zhangji_B", target);
var list = [];
for (var i = 0; i < _status.characterlist.length; i++) {
if (lib.character[_status.characterlist[i]][1] == "wei") list.push(_status.characterlist[i]);
}
list = list.randomGets(5);
var bolDialog = ["请选择替换的武将", [list, "character"]];
target.chooseButton(bolDialog).set("ai", function (button) {
var target = _status.event.player;
var num = lib.skill.skill_zhangji_B.getNum(target.name);
if (target.name2 != undefined) num = Math.min(num, lib.skill.skill_zhangji_B.getNum(target.name2));
return lib.skill.skill_zhangji_B.getNum(button.link) - num;
});
} else event.finish();
"step 2";
if (result.bool) {
event.character = result.links[0];
if (target.name2 != undefined)
target
.chooseControl(target.name1, target.name2)
.set("prompt", "请选择要更换的武将牌")
.set("ai", function () {
return lib.skill.skill_zhangji_B.getNum(target.name) < lib.skill.skill_zhangji_B.getNum(target.name2) ? target.name : target.name2;
});
else result.control = target.name1;
} else {
target.chat("拒绝");
game.log("但", target, "拒绝更换其武将牌");
event.finish();
}
"step 3";
target.reinitCharacter(result.control, event.character);
target.update();
},
subSkill: {
jieming: {
audio: "skill_zhangji_B",
trigger: { player: "damageEnd" },
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current.countCards("h") < current.maxHp;
});
},
direct: true,
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
event.count--;
player
.chooseTarget(get.prompt("skill_zhangji_B"), "令一名手牌数小于其体力上限的角色摸三张牌,然后其将手牌数调整至其体力上限值", function (card, player, target) {
return target.countCards("h") < target.maxHp;
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (target.hasSkillTag("nogain")) att /= 6;
if (att > 2) return Math.min(5, target.maxHp) - target.countCards("h");
return att / 3;
});
"step 2";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("skill_zhangji_B_jieming", target);
target.draw(3);
} else event.finish();
"step 3";
if (target.countCards("h") > target.maxHp) target.chooseToDiscard("h", target.countCards("h") - target.maxHp, true);
if (
event.count > 0 &&
game.hasPlayer(function (current) {
return current.countCards("h") < current.maxHp;
}) &&
player.hasSkill("skill_zhangji_B")
)
event.goto(1);
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage") && target.hp > 1) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
var max = 0;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (get.attitude(target, players[i]) > 0) {
max = Math.max(Math.min(5, players[i].hp) - players[i].countCards("h"), max);
}
}
switch (max) {
case 0:
return 2;
case 1:
return 1.5;
case 2:
return [1, 2];
default:
return [0, max];
}
}
if ((card.name == "tao" || card.name == "caoyao") && target.hp > 1 && target.countCards("h") <= target.hp) return [0, 0];
},
},
},
},
},
},
//费祎
yanru: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
if (!player.countCards("h")) return false;
var num = player.countCards("h") % 2;
return !player.hasSkill("yanru_" + num);
},
filterCard: function (card, player) {
if (player.countCards("h") && player.countCards("h") % 2 == 0) return lib.filter.cardDiscardable(card, player);
return false;
},
selectCard: function () {
var player = _status.event.player;
if (player.countCards("h") && player.countCards("h") % 2 == 0) return [player.countCards("h") / 2, Infinity];
return -1;
},
prompt: function () {
var player = _status.event.player;
return [(player.countCards("h") ? "弃置至少一半的手牌,然后" : "") + "摸三张牌", "摸三张牌,然后弃置至少一半的手牌"][player.countCards("h") % 2];
},
check: function (card) {
var player = _status.event.player;
if (player.hasSkill("hezhong") && !(player.hasSkill("hezhong_0") && player.hasSkill("hezhong_1"))) {
if (player.countCards("h") - ui.selected.cards.length > 2) return 1 / (get.value(card) || 0.5);
return 0;
}
if (ui.selected.cards.length < player.countCards("h") / 2) return 5 - get.value(card);
return 0;
},
complexCard: true,
discard: false,
lose: false,
delay: 0,
content: function () {
"step 0";
var bool = player.countCards("h") % 2;
if (cards) player.discard(cards);
player.addTempSkill("yanru_" + bool, "phaseUseAfter");
player.draw(3);
if (!bool) event.finish();
"step 1";
player.chooseToDiscard("h", "宴如:弃置至少一半手牌", [Math.floor(player.countCards("h") / 2), Infinity], true).set("ai", card => {
var player = _status.event.player;
if (player.hasSkill("hezhong") && !(player.hasSkill("hezhong_0") && player.hasSkill("hezhong_1")) && player.countCards("h") - ui.selected.cards.length > 2) return 1 / (get.value(card) || 0.5);
if (!player.hasSkill("hezhong") && ui.selected.cards.length < Math.floor(player.countCards("h") / 2)) return 1 / (get.value(card) || 0.5);
return 0;
});
},
subSkill: {
0: { charlotte: true },
1: { charlotte: true },
},
ai: {
order: 3,
result: { player: 1 },
},
},
hezhong: {
audio: 2,
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter: function (event, player) {
if (player.countCards("h") != 1 || typeof get.number(player.getCards("h")[0], player) != "number") return false;
if (player.hasSkill("hezhong_0") && player.hasSkill("hezhong_1")) return false;
let gain = 0,
lose = 0;
if (event.getg) gain = event.getg(player).length;
if (event.getl) lose = event.getl(player).hs.length;
return gain != lose;
},
prompt2: function (event, player) {
var str = "展示最后一张手牌并摸一张牌";
if (!player.hasSkill("hezhong_0") || !player.hasSkill("hezhong_0")) {
str += ",然后令本回合使用点数";
if (!player.hasSkill("hezhong_0")) str += "大于";
if (!player.hasSkill("hezhong_0") && !player.hasSkill("hezhong_0")) str += "或";
if (!player.hasSkill("hezhong_1")) str += "小于";
str += get.number(player.getCards("h")[0], player);
str += "的普通锦囊牌额外结算一次";
}
return str;
},
frequent: true,
content: function () {
"step 0";
player.showHandcards(get.translation(player) + "发动了【技能】");
event.num = get.number(player.getCards("h")[0], player);
"step 1";
player.draw();
"step 2";
if (player.hasSkill("hezhong_0")) event._result = { index: 1 };
else if (player.hasSkill("hezhong_1")) event._result = { index: 0 };
else {
player
.chooseControl()
.set("choiceList", ["本回合使用点数大于" + num + "的普通锦囊牌额外结算一次", "本回合使用点数小于" + num + "的普通锦囊牌额外结算一次"])
.set("ai", () => {
var player = _status.event.player;
var num = _status.event.player;
if (
player.getCards("h").reduce(function (num, card) {
return num + (get.number(card, player) || 0);
}, 0) >
num * 2
)
return 0;
return 1;
})
.set("num", num);
}
"step 3";
var skill = "hezhong_" + result.index;
player.addTempSkill(skill);
player.markAuto(skill, [num]);
},
subSkill: {
0: {
charlotte: true,
onremove: true,
marktext: ">",
intro: {
markcount: list => {
var list2 = [1, 11, 12, 13];
return list.reduce((str, num) => {
if (list2.includes(num)) return str + ["A", "J", "Q", "K"][list2.indexOf(num)];
return str + parseFloat(num);
}, "");
},
content: "使用的下一张点数大于$的普通锦囊牌额外结算一次",
},
audio: "hezhong",
trigger: { player: "useCard" },
filter: function (event, player) {
if (get.type(event.card) != "trick") return false;
if (!event.targets.length) return false;
var num = get.number(event.card, player);
return typeof num == "number" && player.getStorage("hezhong_0").some(numx => num > numx);
},
forced: true,
usable: 1,
content: function () {
player.unmarkSkill("hezhong_0");
trigger.effectCount++;
game.log(trigger.card, "额外结算一次");
},
ai: {
effect: {
player_use(card, player, target) {
if (card.name == "tiesuo" && (!player.storage.counttrigger || !player.storage.counttrigger.hezhong_0)) return "zerotarget";
},
},
},
},
1: {
charlotte: true,
onremove: true,
marktext: "<",
intro: {
markcount: list => {
var list2 = [1, 11, 12, 13];
return list.reduce((str, num) => {
if (list2.includes(num)) return str + ["A", "J", "Q", "K"][list2.indexOf(num)];
return str + parseFloat(num);
}, "");
},
content: "使用的下一张点数小于$的普通锦囊牌额外结算一次",
},
audio: "hezhong",
trigger: { player: "useCard" },
filter: function (event, player) {
if (get.type(event.card) != "trick") return false;
if (!event.targets.length) return false;
var num = get.number(event.card, player);
return typeof num == "number" && player.getStorage("hezhong_1").some(numx => num < numx);
},
forced: true,
usable: 1,
content: function () {
player.unmarkSkill("hezhong_1");
trigger.effectCount++;
game.log(trigger.card, "额外结算一次");
},
ai: {
effect: {
player_use(card, player, target) {
if (card.name == "tiesuo" && (!player.storage.counttrigger || !player.storage.counttrigger.hezhong_1)) return "zerotarget";
},
},
},
},
},
},
//吕伯奢
olfushi: {
audio: 2,
trigger: { global: "useCardAfter" },
filter: function (event, player) {
return event.player.isIn() && event.card.name == "sha" && event.cards && event.cards.filterInD().length && get.distance(player, event.player) <= 1;
},
forced: true,
locked: false,
logTarget: "player",
content: function () {
player.addToExpansion(trigger.cards.filterInD(), "gain2").gaintag.add("olfushi");
},
marktext: "豕",
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: "olfushi_wusheng",
subSkill: {
wusheng: {
enable: "chooseToUse",
filter: function (event, player) {
return player.getExpansions("olfushi").length && event.filterCard({ name: "sha", isCard: true }, player, event);
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog('###缚豕###将任意“缚豕”牌置入弃牌堆并摸等量的牌,视为使用一张【杀】并执行等量项
', player.getExpansions("olfushi"), [["额外目标", "伤害-1", "伤害+1"], "tdnodes"], "hidden");
},
filter: function (button) {
const cards = ui.selected.buttons.filter(button => typeof button.link == "object");
if (cards.length >= 3 && typeof button.link == "string") return false;
return true;
},
select: [2, Infinity],
filterOk: () => {
if (!ui.selected.buttons.length) return false;
const controls = ui.selected.buttons.filter(button => typeof button.link == "string");
const cards = ui.selected.buttons.filter(button => typeof button.link == "object");
if (cards.length >= 3) {
const dialog = get.event().dialog;
if (dialog && dialog.buttons) {
dialog.buttons.forEach(button => {
if (typeof button.link != "string") return;
button.classList.remove("selectable");
button.classList.remove("selected");
ui.selected.buttons.remove(button);
});
}
return true;
}
return cards.length == controls.length;
},
check: function (button) {
const player = get.player();
const card = new lib.element.VCard({ name: "sha", isCard: true });
const targets = game.filterPlayer(target => {
return player.canUse(card, target);
});
const num0 = targets.filter(target => get.effect(target, card, player, player) > 0).length;
if (num0 <= 0) return 0;
const num1 = Math.max(0, num0 - 1);
const num2 = targets.length - num1;
const num3 = player.getExpansions("olfushi").length;
let list;
if ((num1 > 0 && num2 > 0) || (num1 == 0 && num2 == 0)) {
switch (num3) {
case 1:
list = [["额外目标", "伤害+1"].randomGet()];
break;
case 2:
list = [["额外目标", "伤害+1"].randomGet(), "伤害-1"];
break;
default:
list = ["额外目标", "伤害-1", "伤害+1"];
break;
}
} else if (num2 == 0) {
switch (num3) {
case 1:
list = ["伤害+1"];
break;
case 2:
list = ["额外目标", "伤害+1"];
break;
default:
list = ["额外目标", "伤害-1", "伤害+1"];
break;
}
} else if (num1 == 0) {
switch (num3) {
case 1:
list = ["伤害+1"];
break;
default:
list = ["伤害-1", "伤害+1"];
break;
}
}
if (typeof button.link == "string") {
if (list.includes(button.link)) return 114514;
return -1;
} else {
const cards = ui.selected.buttons.filter(button => typeof button.link == "object");
if ((list.length == 3 && (player.getHp() <= 2 || cards.length < num3 - 1)) || cards.length < list.length) return 1 / (get.value(button.link) || 0.5);
return -1;
}
},
backup: function (links, player) {
var cards = links.filter(button => typeof button == "object");
var controls = links.filter(button => typeof button == "string");
if (!controls.length) controls = ["额外目标", "伤害-1", "伤害+1"];
return {
audio: "olfushi",
selectCard: -1,
position: "x",
cards: cards,
controls: controls,
filterCard: function (card) {
return lib.skill.olfushi_wusheng_backup.cards.includes(card);
},
viewAs: {
name: "sha",
isCard: true,
},
precontent: function () {
var cards = lib.skill.olfushi_wusheng_backup.cards.slice();
var controls = lib.skill.olfushi_wusheng_backup.controls.slice();
player.logSkill("olfushi");
delete event.result.skill;
event.result.card = new lib.element.VCard(lib.skill.olfushi_wusheng_backup.viewAs);
event.result.cards = [];
player.loseToDiscardpile(cards);
player.draw(cards.length);
event.result.card.storage.olfushi_buff = controls;
player.addTempSkill("olfushi_buff");
},
};
},
prompt: function (links, player) {
let controls = links.filter(button => typeof button == "string");
if (!controls.length) controls = ["额外目标", "伤害-1", "伤害+1"];
return `请选择【杀】的目标(${controls.join("、")})`;
},
},
ai: {
order: function (item, player) {
return get.order({ name: "sha" }) + 0.1;
},
result: { player: 1 },
respondSha: true,
skillTagFilter: function (player, tag, arg) {
if (arg == "respond") return false;
if (!player.getExpansions("olfushi").length) return false;
},
},
},
buff: {
charlotte: true,
trigger: { player: ["useCard2", "useCardToPlayered"] },
filter: function (event, player, name) {
if (!event.card.storage || !event.card.storage.olfushi_buff) return false;
if (name == "useCard2") return true;
return event.getParent().triggeredTargets3.length == event.targets.length && event.card.storage.olfushi_buff.length > 1 && event.card.storage.olfushi_buff.includes("伤害-1") && !event.targets.some(target => !event.targets.includes(target.getPrevious()) && !event.targets.includes(target.getNext()));
},
forced: true,
popup: false,
content: function () {
"step 0";
if (event.triggername == "useCardToPlayered") {
if (trigger.getParent().addCount !== false) {
trigger.getParent().addCount = false;
if (player.stat[player.stat.length - 1].card.sha > 0) {
player.stat[player.stat.length - 1].card.sha--;
}
}
game.log(trigger.card, "不计入次数");
event.finish();
return;
}
var list = trigger.card.storage.olfushi_buff;
event.list = list;
var canBeAddedTargets = game.filterPlayer(target => {
return !trigger.targets.includes(target) && player.canUse(trigger.card, target);
});
if (!list.includes("额外目标") || !canBeAddedTargets.length) event._result = { bool: false };
else if (canBeAddedTargets.length == 1) event._result = { bool: true, targets: canBeAddedTargets };
else
player
.chooseTarget(
"请选择" + get.translation(trigger.card) + "的额外目标",
function (card, player, target) {
var trigger = _status.event.getTrigger();
return !trigger.targets.includes(target) && player.canUse(trigger.card, target);
},
true
)
.set("ai", function (target) {
var player = _status.event.player;
return get.attitude(player, target);
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets);
trigger.targets.addArray(targets);
game.log(targets, "成为了", trigger.card, "的额外目标");
}
"step 2";
if (!event.list.includes("伤害-1")) event._result = { bool: false };
else if (trigger.targets.length == 1) event._result = { bool: true, targets: trigger.targets.slice() };
else
player
.chooseTarget(
"请选择" + get.translation(trigger.card) + "伤害-1的目标",
function (card, player, target) {
var trigger = _status.event.getTrigger();
return trigger.targets.includes(target);
},
true
)
.set("ai", function (target) {
var player = _status.event.player;
return get.attitude(player, target);
});
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target);
game.log(trigger.card, "对", target, "的伤害-1");
player.addTempSkill("olfushi_buff2");
player.initStorage("olfushi_buff2", []);
player.getStorage("olfushi_buff2").push([target, trigger.card]);
}
"step 4";
if (!event.list.includes("伤害+1")) event.finish();
else if (trigger.targets.length == 1) event._result = { bool: true, targets: trigger.targets.slice() };
else
player
.chooseTarget(
"请选择" + get.translation(trigger.card) + "伤害+1的目标",
function (card, player, target) {
var trigger = _status.event.getTrigger();
return trigger.targets.includes(target);
},
true
)
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 5";
if (result.bool) {
var target = result.targets[0];
player.line(target);
game.log(trigger.card, "对", target, "的伤害+1");
player.addTempSkill("olfushi_buff3");
player.initStorage("olfushi_buff3", []);
player.getStorage("olfushi_buff3").push([target, trigger.card]);
}
},
},
buff2: {
charlotte: true,
onremove: true,
trigger: { source: "damageBegin2" },
filter: function (event, player) {
return event.card && player.getStorage("olfushi_buff2").some(info => info[0] == event.player && info[1] == event.card);
},
forced: true,
popup: false,
content: function () {
trigger.num--;
},
ai: {
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
if (!card || !player.getStorage("olfushi_buff2").includes(card)) return;
var num = get.tag(card, "damage");
if (num) {
if (num > 1) return 0.5;
return 0;
}
},
},
},
},
buff3: {
charlotte: true,
onremove: true,
trigger: { source: "damageBegin1" },
filter: function (event, player) {
return event.card && player.getStorage("olfushi_buff3").some(info => info[0] == event.player && info[1] == event.card);
},
forced: true,
popup: false,
content: function () {
trigger.num++;
},
},
wusheng_backup: {},
},
},
oldongdao: {
mode: ["doudizhu"],
zhuanhuanji: true,
mark: true,
marktext: "☯",
intro: {
content: function (storage) {
if (storage) return "农民的回合结束时,其可以进行一个额外回合";
return "农民的回合结束时,你可以令地主进行一个额外回合";
},
},
audio: 2,
trigger: { global: "phaseEnd" },
filter: function (event, player) {
return event.player.identity == "fan";
},
direct: true,
content: function () {
"step 0";
var target = player.storage.oldongdao ? trigger.player : game.zhu;
event.target = target;
var target2 = player.storage.oldongdao ? trigger.player : player;
event.target2 = target2;
target2.chooseBool(get.prompt("oldongdao"), "令" + get.translation(target) + "进行一个额外回合").set("ai", () => {
var event = _status.event.getParent();
return get.attitude(event.target2, event.target) > 0;
});
"step 1";
if (result.bool) {
player.logSkill("oldongdao");
event.target2.line(target);
player.changeZhuanhuanji("oldongdao");
target.insertPhase();
}
},
},
//OL陆郁生
olcangxin: {
audio: 2,
trigger: { player: "damageBegin4" },
filter(event, player) {
return (
game
.getGlobalHistory(
"everything",
evt => {
return evt.name == "damage" && evt.player == player;
},
event
)
.indexOf(event) == 0
);
},
checkx: function (event, player) {
var target = event.source;
return get.damageEffect(player, target, player) <= 0;
},
forced: true,
content: function () {
"step 0";
var cards = get.bottomCards(3, true);
player
.chooseButton(["###藏心:请选择要弃置的牌###若以此法弃置了红桃牌,则减少弃置红桃牌数的伤害", cards], [1, cards.length], true)
.set("ai", function (button) {
if (!_status.event.bool && get.suit(button.link, false) == "heart") return 0;
if (get.suit(button.link, false) != "heart") return 1;
const num = get.event().getTrigger().num;
if (num > ui.selected.buttons.filter(but => get.suit(but.link, false) == "heart").length) return 1;
return 0;
})
.set("bool", lib.skill.olcangxin.checkx(trigger, player));
"step 1";
if (result.bool) {
player.$throw(result.links, 1000);
game.cardsDiscard(result.links);
const num = result.links.filter(card => get.suit(card, false) == "heart").length;
if (num) trigger.num -= Math.min(trigger.num, num);
} else event.finish();
"step 2";
game.delayx();
},
group: "olcangxin_yingzi",
subSkill: {
yingzi: {
audio: "olcangxin",
trigger: { player: "phaseDrawBegin" },
forced: true,
content: function () {
var cards = get.bottomCards(3, true);
player.showCards(cards, get.translation(player) + "发动了【藏心】");
var num = cards.filter(card => get.suit(card, false) == "heart").length;
if (num) player.draw(num);
},
},
},
},
olrunwei: {
audio: 2,
trigger: { global: "phaseDiscardBegin" },
filter: function (event, player) {
if (event.player == player) return false;
return event.player.isDamaged();
},
direct: true,
content: function () {
"step 0";
var str = get.translation(trigger.player);
player
.chooseControl("弃牌,+1", "摸牌,-1", "cancel2")
.set("choiceList", ["令" + str + "弃置一张牌,且其本回合手牌上限+1", "令" + str + "摸一张牌,且其本回合手牌上限-1"])
.set("ai", function () {
var player = _status.event.player;
var trigger = _status.event.getTrigger();
var target = trigger.player;
var num1 = target.countCards("h"),
num2 = target.getHandcardLimit();
switch (get.sgn(get.attitude(player, target))) {
case 0:
return 2;
case 1:
if (num1 - 1 >= num2) return 0;
if (num1 + 1 <= num2) return 1;
return 2;
case -1:
if (num1 - 2 <= num2) return 0;
if (num1 + 3 >= num2) return 1;
return 2;
}
})
.set("prompt", get.prompt("olrunwei", trigger.player));
"step 1";
if (result.index != 2) {
player.logSkill("olrunwei", trigger.player);
if (result.index == 0) {
trigger.player.chooseToDiscard("he", true).set("ai", card => {
if (get.position(card) == "e") return -get.value(card);
return 1 / (get.value(card) || 0.5);
});
trigger.player.addTempSkill("olrunwei_+");
trigger.player.addMark("olrunwei_+", 1, false);
}
if (result.index == 1) {
trigger.player.draw();
trigger.player.addTempSkill("olrunwei_-");
trigger.player.addMark("olrunwei_-", 1, false);
}
}
},
subSkill: {
"+": {
charlotte: true,
onremove: true,
marktext: "+",
intro: { content: "手牌上限+#" },
mod: {
maxHandcard: function (player, num) {
return num + player.countMark("olrunwei_+");
},
},
},
"-": {
charlotte: true,
onremove: true,
marktext: "-",
intro: { content: "手牌上限-#" },
mod: {
maxHandcard: function (player, num) {
return num - player.countMark("olrunwei_-");
},
},
},
},
},
//曹羲
olgangshu: {
audio: 2,
trigger: {
player: "useCardAfter",
},
filter: function (event, player) {
return get.type2(event.card, false) != "basic";
},
getInfo: player => {
if (!player.storage.olgangshu_buff) player.storage.olgangshu_buff = [0, 0, 0];
return player.storage.olgangshu_buff;
},
direct: true,
group: "olgangshu_reset",
content: function () {
"step 0";
var info = lib.skill.olgangshu.getInfo(player);
player
.chooseControl("攻击范围(" + info[0] + ")", "摸牌数(" + info[1] + ")", "使用杀的上限(" + info[2] + ")", "cancel2")
.set("prompt", get.prompt("olgangshu"))
.set("prompt2", '令以下一个数值+1(每项至多+5):
1.攻击范围;
2.下个摸牌阶段的摸牌数;
3.使用【杀】的次数上限。
')
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
var info = lib.skill.olgangshu.getInfo(player);
if (info[1] == 0) return 1;
if (
info[2] < 5 &&
player.hasCard(card => {
return get.name(card) == "sha" && player.hasValueTarget(card);
}, "hs") &&
!player.getCardUsable("sha")
)
return 2;
if (
info[0] < 5 &&
!game.hasPlayer(current => {
return player.inRange(current) && get.effect(current, { name: "sha" }, player, player) > 0;
})
)
return 0;
var rand = Math.random();
var list = [0, 1, 2].filter(i => info[i] < 5);
if (!list.length) return "cancel2";
if (rand < 0.2 && list.includes(0)) return 0;
if (rand < 0.7 && list.includes(1)) return 1;
if (rand < 1.0 && list.includes(2)) return 2;
return list.randomGet();
})()
);
"step 1";
if (result.control != "cancel2") {
player.logSkill("olgangshu");
player.addSkill("olgangshu_buff");
var info = lib.skill.olgangshu.getInfo(player);
info[result.index] = Math.min(5, info[result.index] + 1);
game.log(player, "的", result.control.slice(0, result.control.indexOf("(")), "#y+1");
player.markSkill("olgangshu_buff");
}
},
ai: {
threaten: 3,
},
subSkill: {
buff: {
trigger: { player: "phaseDrawBegin2" },
charlotte: true,
onremove: true,
forced: true,
filter: function (event, player) {
var info = lib.skill.olgangshu.getInfo(player);
if (!info[1]) return false;
return !event.numFixed;
},
content: function () {
var info = lib.skill.olgangshu.getInfo(player);
trigger.num += info[1];
info[1] = 0;
player.markSkill("olgangshu_buff");
},
mod: {
attackRange: function (player, range) {
var info = lib.skill.olgangshu.getInfo(player);
if (info) return range + info[0];
},
cardUsable: function (card, player, num) {
if (card.name != "sha") return;
var info = lib.skill.olgangshu.getInfo(player);
if (info) return num + info[2];
},
},
mark: true,
intro: {
markcount: function (storage, player) {
var info = lib.skill.olgangshu.getInfo(player);
var str = "";
info.forEach(num => (str += parseFloat(num)));
return str;
},
content: function (storage, player) {
var info = lib.skill.olgangshu.getInfo(player);
var str = "";
if (info[0] > 0) str += "攻击范围+" + info[0];
if (info[1] > 0) str += "下个摸牌阶段摸牌数+" + info[1];
if (info[2] > 0) str += "使用【杀】的次数上限+" + info[2];
return str;
},
},
},
reset: {
audio: "olgangshu",
trigger: {
global: ["shaMiss", "eventNeutralized"],
},
filter: function (event, player) {
if (event.type != "card") return false;
var responder;
if (event.name == "sha") {
responder = event.target;
} else {
responder = event._neutralize_event.player;
}
return player == responder;
},
forced: true,
locked: false,
content: function () {
player.removeSkill("olgangshu_buff");
game.log(player, "重置了", "#g【刚述】", "的数值");
},
},
},
},
oljianxuan: {
audio: 2,
trigger: {
player: "damageEnd",
},
direct: true,
content: function () {
"step 0";
var info = lib.skill.olgangshu.getInfo(player);
var list = [];
list.add(player.getAttackRange());
list.add(2 + info[1]);
list.add(player.getCardUsable("sha", true));
list.sort();
var str = list.join("、").replace(/(.*)、/, "$1或");
event.list = list;
player
.chooseTarget(get.prompt("oljianxuan"), "令一名角色摸一张牌,然后若其手牌数为" + str + ",其重复此流程")
.set("ai", target => {
var list = _status.event.list;
var player = _status.event.player;
var att = get.attitude(player, target);
if (att <= 0) return 0;
var num = target.countCards("h") + 1;
var value = 1;
while (true) {
if (list.includes(num)) {
value++;
num++;
} else break;
}
return value + att / 10;
})
.set("list", list);
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("oljianxuan", target);
if (player != target) player.addExpose(0.15);
} else event.finish();
"step 2";
target.draw();
"step 3";
if (event.list.includes(target.countCards("h"))) event.goto(2);
},
ai: {
combo: "olgangshu",
maixie: true,
},
},
//OL彭羕
olxiaofan: {
audio: 2,
enable: "chooseToUse",
hiddenCard: function (player, name) {
if (name != "wuxie" && lib.inpile.includes(name)) return true;
},
getNum: player => player.getHistory("useCard").reduce((list, evt) => list.add(get.type2(evt.card)), []).length,
filter: function (event, player) {
if (event.responded || event.type == "wuxie" || event.olxiaofan) return false;
for (var i of lib.inpile) {
if (i != "wuxie" && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
}
return false;
},
delay: false,
content: function () {
"step 0";
var evt = event.getParent(2);
evt.set("olxiaofan", true);
var cards = get.bottomCards(lib.skill.olxiaofan.getNum(player) + 1, true);
var aozhan = player.hasSkill("aozhan");
player
.chooseButton(["嚣翻:选择要使用的牌", cards])
.set("filterButton", function (button) {
return _status.event.cards.includes(button.link);
})
.set(
"cards",
cards.filter(function (card) {
if (aozhan && card.name == "tao") {
return (
evt.filterCard(
{
name: "sha",
isCard: true,
cards: [card],
},
evt.player,
evt
) ||
evt.filterCard(
{
name: "shan",
isCard: true,
cards: [card],
},
evt.player,
evt
)
);
}
return evt.filterCard(card, evt.player, evt);
})
)
.set("ai", function (button) {
if (get.type(button.link) == "equip") return 0;
var evt = _status.event.getParent(3),
player = _status.event.player;
if (evt.type == "phase" && !player.hasValueTarget(button.link, null, true)) return 0;
if (evt && evt.ai) {
var tmp = _status.event;
_status.event = evt;
var result = (evt.ai || event.ai1)(button.link, _status.event.player, evt);
_status.event = tmp;
return result;
}
return 1;
});
"step 1";
var evt = event.getParent(2);
if (result.bool && result.links && result.links.length) {
var card = result.links[0];
var name = card.name,
aozhan = player.hasSkill("aozhan") && name == "tao";
if (aozhan) {
name = evt.filterCard(
{
name: "sha",
isCard: true,
cards: [card],
},
evt.player,
evt
)
? "sha"
: "shan";
}
game.broadcastAll(
function (result, name) {
lib.skill.olxiaofan_backup.viewAs = {
name: name,
cards: [result],
isCard: true,
};
},
card,
name
);
evt.set("_backupevent", "olxiaofan_backup");
evt.set("openskilldialog", "请选择" + get.translation(card) + "的目标");
evt.backup("olxiaofan_backup");
}
evt.goto(0);
},
ai: {
effect: {
target: function (card, player, target, effect) {
if (get.tag(card, "respondShan")) return 0.7;
if (get.tag(card, "respondSha")) return 0.7;
},
},
order: 12,
respondShan: true,
respondSha: true,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
},
olxiaofan_backup: {
sourceSkill: "olxiaofan",
precontent: function () {
delete event.result.skill;
var name = event.result.card.name,
cards = event.result.card.cards.slice(0);
event.result.cards = cards;
var rcard = cards[0],
card;
if (rcard.name == name) card = get.autoViewAs(rcard);
else card = get.autoViewAs({ name, isCard: true });
event.result.card = card;
var id = get.id();
player
.when("chooseToUseAfter")
.filter(evt => evt == event.getParent())
.then(() => {
var num = lib.skill.olxiaofan.getNum(player),
pos = "jeh".slice(0, num);
if (num > 0 && player.countCards(pos) > 0) {
event.maxNum = Math.min(3, num);
event.num = 0;
} else event.finish();
})
.then(() => {
var pos = "jeh"[event.num],
hs = player.countCards(pos);
if (hs > 0) player.chooseToDiscard(hs, pos, true);
event.num++;
if (event.num < event.maxNum) event.redo();
})
.translation("嚣翻");
},
filterCard: function () {
return false;
},
selectCard: -1,
},
oltuishi: {
audio: 2,
mod: {
wuxieJudgeEnabled: () => false,
wuxieEnabled: () => false,
cardEnabled: card => {
if (card.name == "wuxie") return false;
},
targetInRange: card => {
if (card.storage && card.storage.oltuishi) return true;
},
aiValue: (player, card, val) => {
if (card.name == "wuxie") return 0;
var num = get.number(card);
if ([1, 11, 12, 13].includes(num)) return val * 1.1;
},
aiUseful: (player, card, val) => {
if (card.name == "wuxie") return 0;
var num = get.number(card);
if ([1, 11, 12, 13].includes(num)) return val * 1.1;
},
aiOrder: (player, card, order) => {
if (get.name(card) == "sha" && player.hasSkill("oltuishi_unlimit")) order += 9;
var num = get.number(card);
if ([1, 11, 12, 13].includes(num)) order += 3;
return order;
},
},
trigger: { player: ["useCard", "useCardAfter"] },
filter: function (event, player, name) {
if (name == "useCardAfter") {
if (player.isTempBanned("olxiaofan")) return false;
return (
player
.getHistory("useCard", evt => {
return (
!player.getHistory("sourceDamage", evt2 => {
return evt2.card && evt2.card == evt.card;
}).length && get.tag(evt.card, "damage")
);
})
.indexOf(event) >= 2
);
}
return [1, 11, 12, 13].includes(get.number(event.card));
},
forced: true,
content: function () {
"step 0";
if (event.triggername == "useCardAfter") {
player.tempBanSkill("olxiaofan");
event.finish();
return;
}
trigger.targets.length = 0;
trigger.all_excluded = true;
game.log(trigger.card, "被无效了");
"step 1";
player.draw();
player.addSkill("oltuishi_unlimit");
},
subSkill: {
unlimit: {
charlotte: true,
mod: {
cardUsableTarget: (card, player, target) => {
if (target.countCards("h") < player.countCards("h")) return true;
},
targetInRange: (card, player, target) => {
if (target.countCards("h") < player.countCards("h")) return true;
},
},
trigger: { player: "useCard1" },
filter: function (event, player) {
if (!event.targets || !event.targets.length) return false;
let num = 0;
if (event.cards && event.cards.length) {
const history = player.getHistory("lose", evt => {
if (evt.getParent() != event) return false;
return event.cards.some(card => evt.hs.includes(card));
});
if (history.length) num += event.cards.filter(card => history[0].hs.includes(card)).length;
}
return event.targets.some(target => player.countCards("h") + num > target.countCards("h") + (target == player ? num : 0));
},
forced: true,
popup: false,
silent: true,
firstDo: true,
content: function () {
player.removeSkill("oltuishi_unlimit");
var card = trigger.card;
if (!card.storage) card.storage = {};
card.storage.oltuishi = true;
if (trigger.addCount !== false) {
trigger.addCount = false;
player.getStat("card")[card.name]--;
}
},
mark: true,
intro: { content: "对手牌数小于你的角色使用的下一张牌无距离次数限制" },
},
},
},
//OL牵招
olweifu: {
audio: 2,
enable: "phaseUse",
filterCard: lib.filter.cardDiscardable,
position: "he",
filter: function (event, player) {
return player.hasCard(card => lib.filter.cardDiscardable(card, player), "he");
},
check: function (card) {
var player = get.player();
return (5 - get.value(card)) / Math.pow(Math.max(0.1, player.getUseValue(card)), 0.33);
},
content: function () {
"step 0";
player.judge(card => {
var evt = get.event().getParent("olweifu");
if (evt.name !== "olweifu") return 0;
var cardx = evt.cards[0];
if (get.type2(card) == get.type2(cardx)) return 0.5;
return 0.1;
}).set("callback", function () {
var card = event.judgeResult.card;
player.addTempSkill("olweifu_clear");
player.addTempSkill("olweifu_add");
if (!get.is.object(player.storage.olweifu_add)) player.storage.olweifu_add = {};
var type = get.type2(card, player);
if (typeof player.storage.olweifu_add[type] != "number") player.storage.olweifu_add[type] = 0;
player.storage.olweifu_add[type]++;
player.markSkill("olweifu_add");
if (type == get.type2(event.getParent(2).cards[0], player)) player.draw();
}).set("judge2", result => result.bool);
},
ai: {
order: 7,
result: {
player: function (player) {
return player.hasCard(card => {
var type = get.type2(card);
if (type == "equip") return false;
return (
player.hasUseTarget(card) &&
player.getUseValue(card) > 5 &&
game.countPlayer(current => {
return lib.filter.targetEnabled2(card, player, current) && get.effect(current, card, player, player) > 0;
}) +
1 >
(get.is.object(player.storage.olweifu_add) ? player.storage.olweifu_add[type] || 0 : 0)
);
}, "hs") ? 1 : 0;
},
},
},
subSkill: {
clear: {
trigger: { player: "useCard1" },
filter: function (event, player) {
var type = get.type2(event.card);
if (get.is.object(player.storage.olweifu_add) && typeof player.storage.olweifu_add[type] == "number") return true;
return false;
},
silent: true,
firstDo: true,
charlotte: true,
content: function () {
var type = get.type2(trigger.card);
var num = player.storage.olweifu_add[type];
delete player.storage.olweifu_add[type];
if (get.is.empty(player.storage.olweifu_add)) {
delete player.storage.olweifu_add;
player.unmarkSkill("olweifu_add");
}
trigger._olweifu_clear = num;
},
},
add: {
trigger: { player: "useCard2" },
filter: function (event, player) {
if (!event._olweifu_clear) return false;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(current => {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current);
})
)
return true;
}
return false;
},
onremove: true,
charlotte: true,
direct: true,
content: function () {
"step 0";
var num = trigger._olweifu_clear;
player
.chooseTarget(get.prompt("olweifu"), "为" + get.translation(trigger.card) + "额外指定" + get.cnNumber(num) + "个目标。", [1, num], (card, player, target) => {
return !_status.event.sourcex.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("sourcex", trigger.targets)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
"step 1";
if (result.bool) {
var targets = result.targets;
player.logSkill("olweifu_add", targets);
trigger.targets.addArray(targets);
game.log(targets, "也成为了", trigger.card, "的目标");
if (!event.isMine() && !event.isOnline()) game.delayex();
}
},
intro: {
markcount: () => 0,
content: (storage, player) => {
if (!get.is.object(storage)) return;
var str = "使用下一张以下类型的牌无距离限制,且可以额外指定对应数量个目标:";
for (var type in storage) {
str += "" + get.translation(type) + "牌:+" + storage[type];
}
return str;
},
},
mod: {
targetInRange: (card, player) => {
var type = get.type2(card);
if (get.is.object(player.storage.olweifu_add) && typeof player.storage.olweifu_add[type] == "number") return true;
},
},
},
},
},
olkuansai: {
audio: 2,
trigger: {
global: "useCardToPlayered",
},
filter: function (event, player) {
return event.isFirstTarget && event.targets.length >= player.getHp();
},
direct: true,
usable: 1,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("olkuansai"), "令其中一个目标选择一项:1.交给你一张牌;2.令你回复1点体力。", (card, player, target) => {
return _status.event.targets.includes(target);
})
.set("targets", trigger.targets)
.set("ai", target => {
var player = _status.event.player;
var att = get.attitude(player, target);
if (att > 0) return 1;
return (1 - att) / Math.sqrt(1 + target.countCards("he"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("olkuansai", target);
var position = "e";
if (player != target) position += "h";
var forced = player.isHealthy();
var str = "请交给其一张牌" + (forced ? "" : "或点击“取消”令其回复1点体力") + "。";
if (!target.countCards(position)) event._result = { bool: false };
else
target
.chooseCard(get.translation(player) + "对你发动了【款塞】", str, position, forced)
.set("ai", card => {
if (_status.event.recover) return 0;
var target = _status.event.player,
player = _status.event.getParent().player;
if (get.attitude(target, player) > 0) {
return get.value(card, target) - get.value(card, player);
}
if (get.tag(card, "recover")) return -1;
return 6.5 - get.value(card);
})
.set(
"recover",
(function () {
if (forced) return false;
var recoverEff = get.recoverEffect(player, target, target);
var att = get.attitude(target, player);
if (att < 0) {
if (recoverEff >= 0) return true;
if (
target.hasCard(card => {
return (get.value(card) < 6.5 && !get.tag(card, "recover")) || get.value(card) <= 0.05;
}, position)
)
return false;
} else {
if (recoverEff > 0) return true;
if (
target.hasCard(card => {
return get.value(card, target) < get.value(card, player);
}, position)
)
return false;
}
return true;
})()
);
} else {
player.storage.counttrigger.olkuansai--;
event.finish();
}
"step 2";
if (result.bool) {
target.give(result.cards, player);
} else player.recover(target);
},
},
//牛金
olcuorui: {
audio: "cuorui",
trigger: {
global: "phaseBefore",
player: "enterGame",
target: "useCardToTargeted",
},
filter: function (event, player) {
if (event.name == "useCardToTargeted") return get.type(event.card) == "delay" && !player.hasSkill("olcuorui_skip");
return (event.name != "phase" || game.phaseNumber == 0) && player.countCards("h") < Math.min(8, game.countPlayer());
},
forced: true,
content: function () {
if (trigger.name == "useCardToTargeted") {
player.skip("phaseJudge");
player.addTempSkill("olcuorui_skip", { player: "phaseJudgeSkipped" });
} else player.drawTo(Math.min(8, game.countPlayer()));
},
ai: {
effect: {
target: function (card, player, target) {
if (get.type(card) == "delay") return "zerotarget";
},
},
},
subSkill: {
skip: {
mark: true,
intro: { content: "跳过下个的判定阶段" },
},
},
},
//何进
olmouzhu: {
audio: "mouzhu",
inherit: "mouzhu",
content: function () {
"step 0";
target.chooseCard("h", "交给" + get.translation(player) + "一张手牌", true);
"step 1";
if (result.bool) target.give(result.cards, player);
"step 2";
if (player.countCards("h") <= target.countCards("h")) {
event.finish();
return;
}
var list = [];
if (target.hasUseTarget({ name: "sha" })) list.push("sha");
if (target.hasUseTarget({ name: "sha" })) list.push("juedou");
if (!list.length) event.finish();
else if (list.length == 1) event._result = { control: list[0] };
else
target
.chooseControl(list)
.set("prompt", "谋诛:视为使用一张【杀】或【决斗】")
.set("ai", function () {
var player = _status.event.player;
return player.getUseValue({ name: "sha" }) > player.getUseValue({ name: "juedou" }) ? "sha" : "juedou";
});
"step 3";
if (result.control) target.chooseUseTarget({ name: result.control }, true);
},
ai: {
order: 7,
result: {
target: function (player, target) {
if (
get.attitude(target, player) > 0 &&
game.hasPlayer(function (current) {
if (current == target) return false;
for (var card of [{ name: "sha" }, { name: "juedou" }]) {
if (target.canUse(card, current) && get.effect(current, card, target, player) > 0 && get.effect(current, card, target, target) > 0) return true;
}
return false;
}) &&
target.countCards("h") < player.countCards("h") + 2
)
return 3;
if (!target.hasValueTarget({ name: "sha" }) && !target.hasValueTarget({ name: "juedou" })) return -2;
if (target.countCards("h") + 1 > player.countCards("h")) return -2;
var canSave = function (player, target) {
return target.hp + player.countCards("hs", card => player.canSaveCard(card, target)) > 1 + ((get.mode() == "identity" && target.identity == "zhu") || (get.mode() == "guozhan" && get.is.jun(target)));
};
if (target.hasValueTarget({ name: "sha" })) {
var aimx = game
.filterPlayer(current => {
return target.canUse({ name: "sha" }, current) && get.effect(current, { name: "sha" }, target, target) > 0;
})
.sort((a, b) => get.effect(b, { name: "sha" }, target, target) - get.effect(a, { name: "sha" }, target, target))[0];
if (aimx && get.effect(aimx, { name: "sha" }, target, player) < 0 && get.effect(aimx, { name: "sha" }, target, aimx) < 0 && !canSave(player, aimx)) return 0;
}
if (target.hasValueTarget({ name: "juedou" })) {
var aimy = game
.filterPlayer(current => {
return target.canUse({ name: "juedou" }, current) && get.effect(current, { name: "juedou" }, target, target) > 0;
})
.sort((a, b) => get.effect(b, { name: "juedou" }, target, target) - get.effect(a, { name: "juedou" }, target, target))[0];
if (aimy && get.effect(aimy, { name: "juedou" }, target, player) < 0 && get.effect(aimy, { name: "sha" }, target, aimy) < 0 && !canSave(player, aimy)) return 0;
}
return -1;
},
},
},
},
olyanhuo: {
audio: "yanhuo",
trigger: { player: "die" },
forceDie: true,
filter: function (event, player) {
if (!event.source || !event.source.isIn() || !event.source.countCards("he")) return false;
return player.countCards("he") > 0;
},
check: function (event, player) {
return get.effect(event.source, { name: "guohe_copy2" }, player, player) > 0;
},
logTarget: "source",
skillAnimation: true,
animationColor: "thunder",
content: function () {
player.discardPlayerCard(trigger.source, "he", [1, player.countCards("he")], true).set("forceDie", true);
},
},
//韩遂
olniluan: {
audio: "niluan",
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return (
event.player.getHp() > player.getHp() &&
event.player.getHistory("useCard", function (card) {
return card.card.name == "sha";
}).length &&
player.countCards("hes", card => get.color(card, player) == "black" && player.canUse(get.autoViewAs({ name: "sha" }, [card]), event.player, false))
);
},
direct: true,
content: function () {
var next = player.chooseToUse();
next.set("openskilldialog", "逆乱:是否将一张黑色牌当作【杀】对" + get.translation(trigger.player) + "使用?");
next.set("norestore", true);
next.set("_backupevent", "niluanx");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("niluanx");
next.set("targetRequired", true);
next.set("complexSelect", true);
next.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.targetEnabled.apply(this, arguments);
});
next.set("sourcex", trigger.player);
next.set("addCount", false);
next.logSkill = "olniluan";
},
},
olxiaoxi: {
audio: "xiaoxi",
audioname: ["machao", "hansui", "pangde"],
trigger: { global: "roundStart" },
filter: function (event, player) {
return player.hasUseTarget({ name: "sha" }, false);
},
direct: true,
content: function () {
player.chooseUseTarget({ name: "sha" }, get.prompt("olxiaoxi"), "视为使用一张无距离限制的【杀】", false, "nodistance").logSkill = "olxiaoxi";
},
},
//段颎
olsaogu: {
audio: 2,
zhuanhuanji: true,
mark: true,
marktext: "☯",
intro: {
content: function (storage) {
if (storage) return "转换技。①出牌阶段,你可以摸一张牌。②结束阶段,你可以弃置一张牌,令一名其他角色摸一张牌。";
return "转换技。①出牌阶段,你可以弃置两张牌(不能包含你本阶段弃置过的花色),然后使用其中的【杀】。②结束阶段,你可以弃置一张牌,令一名其他角色弃置两张牌,然后其使用弃置的【杀】。";
},
},
onChooseToUse: function (event) {
if (!game.online && !event.olsaogu) {
var list = [],
player = event.player;
var evtx = event.getParent("phaseUse");
player.getHistory("lose", evt => {
if (evt.type == "discard" && evt.getParent("phaseUse") == evtx) list.addArray(evt.cards2);
});
event.set("olsaogu", list);
}
},
enable: "phaseUse",
filter: function (event, player) {
var storage = player.storage.olsaogu;
if (storage) return true;
return (
player.getDiscardableCards(player, "he").filter(card => {
if (event.olsaogu && event.olsaogu.some(cardx => get.suit(cardx, false) == get.suit(card, player))) return false;
return true;
}).length > 1
);
},
filterCard: function (card, player) {
if (player.storage.olsaogu) return false;
if (_status.event.olsaogu && _status.event.olsaogu.some(cardx => get.suit(cardx, false) == get.suit(card, player))) return false;
return true;
},
selectCard: function () {
var player = _status.event.player;
return player.storage.olsaogu ? -1 : 2;
},
position: "he",
check: function (card) {
var player = _status.event.player;
if (card.name == "sha") return player.hasValueTarget(card) ? 10 : 0.001;
return 6 - get.value(card);
},
prompt: function () {
var player = _status.event.player;
var storage = player.storage.olsaogu;
if (storage) return "摸一张牌";
var list = _status.event.olsaogu,
str = "";
if (list && list.length) {
var text = "",
suits = list
.reduce(function (list, card) {
return list.add(get.suit(card, false)), list;
}, [])
.sort((a, b) => lib.suit.indexOf(b) - lib.suit.indexOf(a));
for (var i = 0; i < suits.length; i++) text += get.translation(suits[i]);
str += "(不能弃置" + text + "花色的牌)";
}
return "弃置两张牌" + str + ",然后使用其中的【杀】";
},
content: function () {
player.changeZhuanhuanji("olsaogu");
if (!cards.length) player.draw();
else {
var cardx = cards.filter(card => card.name == "sha");
if (cardx.length) {
var next = game.createEvent("olsaogu_chooseToUseSha");
next.player = player;
next.cards = cardx;
next.setContent(lib.skill.olsaogu.chooseToUseSha);
}
}
},
ai: {
order: function (item, player) {
return get.order({ name: "sha" }, player) - 0.2;
},
result: {
player: function (player) {
var storage = player.storage.olsaogu;
if (storage) return 1;
if (
player.getDiscardableCards(player, "he").filter(card => {
if (card.name != "sha") return false;
if (_status.event.olsaogu && _status.event.olsaogu.some(cardx => get.suit(cardx, false) == get.suit(card, player))) return false;
return true;
}).length
)
return 1;
return 0;
},
},
},
group: "olsaogu_effect",
subSkill: {
effect: {
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
if (_status.connectMode) return player.countCards("he");
return player.countDiscardableCards(player, "he");
},
direct: true,
content: function () {
"step 0";
var list = [];
player.getHistory("lose", evt => {
if (evt.type == "discard" && evt.getParent("phaseJieshu").name == "phaseJieshu") list.addArray(evt.cards2);
});
event.list = list;
var str,
storage = player.storage.olsaogu;
if (storage) str = "弃置一张牌,令一名其他角色摸一张牌。";
else {
str = "弃置一张牌,令一名其他角色弃置两张牌(不能包含你本阶段弃置过的花色),然后其使用弃置的【杀】。";
if (list.length) {
var text = "",
suits = list
.reduce(function (list, card) {
return list.add(get.suit(card, false)), list;
}, [])
.sort((a, b) => lib.suit.indexOf(b) - lib.suit.indexOf(a));
for (var i = 0; i < suits.length; i++) text += get.translation(suits[i]);
str += "
本阶段已弃置过" + text + "花色的牌。";
}
}
player
.chooseCardTarget({
prompt: get.prompt("olsaogu"),
prompt2: str,
filterTarget: function (card, player, target) {
return player != target && target.countCards("he") > 1;
},
filterCard: lib.filter.cardDiscardable,
position: "he",
complexCard: true,
complexSelect: true,
ai1: function (card) {
var player = _status.event.player;
if (!player.storage.olsaogu && _status.event.list.some(cardx => get.suit(cardx, false) == get.suit(card, player))) return 7 - get.value(card);
return 5 - get.value(card);
},
ai2: function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (player.storage.olsaogu) return att;
var list = _status.event.list.slice();
if (ui.selected.cards.length) list.addArray(ui.selected.cards);
var cards = target.getCards("he", card => {
if (card.name != "sha" || list.some(cardx => get.suit(cardx, false) == get.suit(card, target))) return false;
return (
lib.filter.cardDiscardable(card, target) &&
game.hasPlayer(function (current) {
if (!current.canUse(card, target, false)) return false;
return get.effect(current, card, target, target) > 0 && get.effect(current, card, target, player) > 0;
})
);
});
if (cards.length && att > 0)
return (
Math.sqrt(Math.min(2, cards.length)) *
cards.reduce(function (num, card) {
var players = game.filterPlayer(current => target.canUse(card, current, false));
players.sort((a, b) => get.effect(b, card, target, target) * get.effect(b, card, target, player) - get.effect(a, card, target, target) * get.effect(a, card, target, player));
return (num = get.effect(players[0], card, target, target) * get.effect(players[0], card, target, player));
}, 0)
);
return (
get.effect(target, { name: "guohe_copy2" }, player, player) *
Math.sqrt(
Math.min(
2,
target.getDiscardableCards(player, "he").filter(card => {
return !list.some(cardx => get.suit(cardx, false) == get.suit(card, target));
}).length
)
)
);
},
})
.set("list", list);
"step 1";
if (result.bool) {
var cards = result.cards,
target = result.targets[0];
player.logSkill("olsaogu", target);
player.discard(cards);
if (player.storage.olsaogu) {
target.draw();
event.finish();
} else {
event.target = target;
var list = result.cards.slice();
player.getHistory("lose", evt => {
if (evt.type == "discard" && evt.getParent("phaseJieshu").name == "phaseJieshu") list.addArray(evt.cards2);
});
var cards = target.getCards("he", card => {
return lib.filter.cardDiscardable(card, target) && !list.some(cardx => get.suit(cardx, false) == get.suit(card, target));
});
if (cards.length) {
var text = "",
suits = list
.reduce(function (list, card) {
return list.add(get.suit(card, false)), list;
}, [])
.sort((a, b) => lib.suit.indexOf(b) - lib.suit.indexOf(a));
for (var i = 0; i < suits.length; i++) text += get.translation(suits[i]);
target
.chooseToDiscard(
"he",
"扫谷:弃置两张牌(不能弃置" + text + "花色的牌),然后使用其中的【杀】",
function (card, player) {
var list = _status.event.list;
return !list.some(cardx => get.suit(cardx, false) == get.suit(card, player));
},
Math.min(cards.length, 2),
true
)
.set("ai", function (card) {
var player = _status.event.player;
if (card.name == "sha" && player.hasValueTarget(card)) return 10;
return -get.value(card);
})
.set("list", list);
} else event.finish();
}
} else event.finish();
"step 2";
if (result.bool) {
var cards = result.cards.filter(card => card.name == "sha");
if (cards.length) {
var next = game.createEvent("olsaogu_chooseToUseSha");
next.player = target;
next.cards = cards;
next.setContent(lib.skill.olsaogu.chooseToUseSha);
}
}
},
},
},
chooseToUseSha: function () {
"step 0";
event.cards2 = cards.filter(i => get.position(i, true) == "d" && player.hasUseTarget(i));
if (!event.cards2.length) event.finish();
"step 1";
if (event.cards2.length == 1) event._result = { bool: true, links: event.cards2 };
else
player
.chooseButton(["扫谷:请使用其中的【杀】", event.cards2], true)
.set("filterButton", button => {
return _status.event.player.hasUseTarget(button.link, false);
})
.set("ai", button => {
return _status.event.player.getUseValue(button.link);
});
"step 2";
if (result.bool) {
var card = result.links[0];
event.cards2.remove(card);
player.$gain2(card, false);
game.delayx();
player.chooseUseTarget(true, card, false);
} else event.finish();
"step 3";
if (event.cards2.length) event.goto(1);
},
},
//OL周群
oltianhou: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
content: function () {
"step 0";
var card = get.cards()[0];
event.card = card;
game.cardsGotoOrdering(card);
"step 1";
if (player.countCards("he") > 0) {
player
.chooseCard("he", "天候:是否用一张牌交换牌堆顶的" + get.translation(card) + "?")
.set("promptx", [[card]])
.set("card", card)
.set("ai", cardx => {
let card = _status.event.card,
val = get.value(card, player) - get.value(cardx, player);
if (val < 0) return -val;
let suit = get.suit(card);
if (suit === "heart")
return (
val +
game.countPlayer(current => {
if (player !== current && !game.hasPlayer(tar => tar.hp - current.hp > 1)) return get.sgn(get.attitude(player, current));
return 0;
})
);
if (suit == "club")
return (
val +
game.countPlayer(current => {
if (player !== current && (current.hp < 2 || !game.hasPlayer(tar => current.hp - tar.hp > 1))) return get.sgn(get.attitude(player, current));
return 0;
})
);
return val + 0.1;
});
} else {
event._result = { bool: false };
}
"step 2";
if (result.bool) {
player.lose(result.cards, ui.cardPile, "insert");
player.gain(event.card, "draw");
} else {
ui.cardPile.insertBefore(event.card, ui.cardPile.firstChild);
}
"step 3";
var card = get.cards()[0];
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
player.showCards(card, get.translation(player) + "发动了【天候】");
var suit = get.suit(card, false),
skill = "oltianhou_" + suit;
if (!lib.skill.oltianhou.derivation.includes(skill)) event.finish();
else {
event.weather_skill = skill;
player.chooseTarget(true, "令一名角色获得技能【" + get.translation(skill) + "】", get.translation(skill + "_info")).set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
}
"step 4";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.addAdditionalSkill("oltianhou_" + player.playerid, event.weather_skill);
player.addTempSkill("oltianhou_expire", { player: "phaseZhunbeiBegin" });
game.log(target, "获得了天气技能", "#g【" + get.translation(event.weather_skill) + "】");
game.broadcastAll(function (bg) {
_status.tempBackground = bg;
game.updateBackground();
}, event.weather_skill + "_bg");
game.addVideo("skill", player, ["oltianhou", [true, event.weather_skill + "_bg"]]);
}
},
video: function (player, info) {
if (info[0]) {
_status.tempBackground = info[1];
} else {
delete _status.tempBackground;
}
game.updateBackground();
},
derivation: ["oltianhou_spade", "oltianhou_heart", "oltianhou_club", "oltianhou_diamond"],
subSkill: {
expire: {
charlotte: true,
onremove: function (player) {
var key = "oltianhou_" + player.playerid,
players = game.players.concat(game.dead);
for (var current of players) {
current.removeAdditionalSkill(key);
}
game.removeGlobalSkill("oltianhou_" + player.playerid + "_ai");
game.broadcastAll(function () {
delete _status.tempBackground;
game.updateBackground();
});
game.addVideo("skill", player, ["oltianhou", [false]]);
},
},
spade: {
audio: true,
mark: true,
marktext: "雨",
intro: {
content: "锁定技。其他角色造成火属性伤害时,取消之;一名角色受到雷属性伤害后,所有与其座次相邻的角色失去1点体力。",
},
trigger: { global: "damageEnd" },
forced: true,
filter: function (event) {
return event.hasNature("thunder") && lib.skill.oltianhou_spade.logTarget(event).length > 0;
},
logTarget: function (event) {
var list = [];
if (!event.player.isIn()) return [];
if (event.player.getNext().isIn()) list.push(event.player.getNext());
if (event.player.getPrevious().isIn()) list.push(event.player.getPrevious());
return list.sortBySeat(_status.currentPhase);
},
content: function () {
var targets = lib.skill.oltianhou_spade.logTarget(trigger);
for (var i of targets) i.loseHp();
game.delayex();
},
group: "oltianhou_miehuo",
global: "oltianhou_spade_ai",
},
spade_ai: {
ai: {
effect: {
player: function (card, player, target, current) {
if (((typeof card == "object" && game.hasNature(card, "fire")) || get.tag(card, "fireDamage")) && !player.hasSkill("oltianhou_spade")) return "zeroplayertarget";
if ((typeof card == "object" && game.hasNature(card, "thunder")) || get.tag(card, "thunderDamage")) {
var list = lib.skill.oltianhou_spade.logTarget({ player: target });
var eff = list.reduce(function (eff, current) {
eff += get.effect(current, { name: "losehp" }, player, player) / get.attitude(player, player);
}, 0);
return [1, eff];
}
},
},
},
},
miehuo: {
audio: "oltianhou_spade",
trigger: { global: "damageBegin2" },
forced: true,
logTarget: "source",
filter: function (event, player) {
return event.hasNature("fire") && event.source && event.source.isIn() && event.source != player;
},
content: function () {
trigger.cancel();
},
},
heart: {
audio: true,
mark: true,
marktext: "暑",
intro: {
content: "锁定技。其他角色的结束阶段开始时,若其体力值为全场最大,则其失去1点体力。",
},
trigger: { global: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return player != event.player && event.player.isIn() && event.player.isMaxHp();
},
logTarget: "player",
content: function () {
trigger.player.loseHp();
},
global: "oltianhou_heart_ai",
},
heart_ai: {
mod: {
aiOrder: function (player, card, num) {
if (
num > 0 &&
_status.event &&
_status.event.type == "phase" &&
!player.hasSkill("oltianhou_heart") &&
get.tag(card, "recover") &&
!player.isMaxHp() &&
player.needsToDiscard() <= 1 &&
!game.hasPlayer(function (current) {
return current.hp - player.hp > 1;
}) &&
get.effect(player, { name: "losehp" }, player, player) < 0
)
return 0;
},
},
},
club: {
audio: true,
mark: true,
marktext: "霜",
intro: {
content: "锁定技。其他角色的结束阶段开始时,若其体力值为全场最小,则其失去1点体力。",
},
trigger: { global: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return player != event.player && event.player.isIn() && event.player.isMinHp();
},
logTarget: "player",
content: function () {
trigger.player.loseHp();
},
global: "oltianhou_club_ai",
},
club_ai: {
ai: {
nokeep: true,
skillTagFilter: function (player, tag, arg) {
return _status.event && _status.event.type == "phase" && (!arg || (arg.card && get.name(arg.card) === "tao")) && !player.hasSkill("oltianhou_club") && player.isMinHp() && get.effect(player, { name: "losehp" }, player, player) < 0;
},
},
},
diamond: {
audio: true,
mark: true,
marktext: "雾",
intro: {
content: "锁定技。其他角色使用【杀】指定与其座次不相邻唯一目标时,则其判定。若判定结果的点数大于此【杀】,则此【杀】对其无效。",
},
trigger: { global: "useCardToPlayer" },
forced: true,
filter: function (event, player) {
if (event.card.name != "sha" || event.player == player || event.targets.length != 1 || !event.player.isIn()) return false;
return event.target != event.player.getNext() && event.target != event.player.getPrevious();
},
logTarget: "player",
content: function () {
"step 0";
var num = get.number(trigger.card);
event.num = num;
trigger.player
.judge(card => {
var num = get.number(card),
num2 = _status.event.getParent("oltianhou_diamond").num;
return num > num2 ? -4 : 4;
})
.set("judge2", result => {
if (result.bool == false) return true;
return false;
});
"step 1";
if (!result.bool) {
trigger.getParent().all_excluded = true;
trigger.untrigger();
}
},
global: "oltianhou_diamond_ai",
},
diamond_ai: {
ai: {
effect: {
player_use(card, player, target) {
if (get.name(card) == "sha" && !player.hasSkill("oltianhou_diamond") && target != player.getNext() && target != player.getPrevious()) {
let num = get.number(card),
max = _status.aiyh_MAXNUM || 13;
return [num / max, 0, num / max, 0];
}
},
},
},
},
},
},
olchenshuo: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
hasSame: function (info, card) {
if (info.type == get.type2(card, false)) return true;
if (info.suit != "none" && info.suit == get.suit(card, false)) return true;
if (typeof info.number == "number" && info.number > 0 && info.number == get.number(card, false)) return true;
return info.length == get.cardNameLength(card);
},
content: function () {
"step 0";
player.chooseCard("h", get.prompt("olchenshuo"), "展示一张手牌,然后展示并获得牌堆顶的牌").set("ai", function (card) {
if (get.type(card) == "basic") return 1 + Math.random();
return Math.random();
});
"step 1";
if (result.bool) {
player.logSkill("olchenshuo");
player.showCards(result.cards, get.translation(player) + "发动了【谶说】");
var card = result.cards[0];
event.cardInfo = {
type: get.type2(card, player),
suit: get.suit(card, player),
number: get.number(card, player),
length: get.cardNameLength(card),
};
event.cards = [];
event.forceDie = true;
event.includeOut = true;
} else event.finish();
"step 2";
var judgestr = get.translation(player) + "展示的第" + get.cnNumber(cards.length + 1, true) + "张【谶说】牌";
event.videoId = lib.status.videoId++;
var card = get.cards()[0];
event.card = card;
cards.add(card);
game.cardsGotoOrdering(card);
game.addVideo("judge1", player, [get.cardInfo(card), judgestr, event.videoId]);
game.broadcastAll(
function (player, card, str, id, cardid) {
var event;
if (game.online) {
event = {};
} else {
event = _status.event;
}
if (game.chess) {
event.node = card.copy("thrown", "center", ui.arena).addTempClass("start");
} else {
event.node = player.$throwordered(card.copy(), true);
}
if (lib.cardOL) lib.cardOL[cardid] = event.node;
event.node.cardid = cardid;
event.node.classList.add("thrownhighlight");
ui.arena.classList.add("thrownhighlight");
event.dialog = ui.create.dialog(str);
event.dialog.classList.add("center");
event.dialog.videoId = id;
},
player,
card,
judgestr,
event.videoId,
get.id()
);
game.log(player, "展示了牌堆顶的", card);
game.delay(2);
"step 3";
game.broadcastAll(function (id) {
var dialog = get.idDialog(id);
if (dialog) {
dialog.close();
}
ui.arena.classList.remove("thrownhighlight");
}, event.videoId);
game.addVideo("judge2", null, event.videoId);
if (cards.length < 3 && player.isIn() && lib.skill.olchenshuo.hasSame(event.cardInfo, card)) event.goto(2);
else {
game.broadcastAll(function () {
ui.clear();
});
player.gain(cards, "gain2");
}
},
},
//OL文钦
olguangao: {
audio: 2,
trigger: {
global: "useCard2",
},
filter: function (event, player) {
var card = event.card;
if (card.name != "sha") return false;
if (event.player == player) {
return game.hasPlayer(current => {
return current.isIn() && !event.targets.includes(current) && player.canUse(card, current);
});
}
return event.player.isIn() && !event.targets.includes(player) && event.player.canUse(card, player);
},
direct: true,
content: function () {
"step 0";
if (trigger.player == player) {
player
.chooseTarget(get.prompt("olguangao"), "为" + get.translation(trigger.card) + "额外指定一个目标。然后若你手牌数为偶数,你摸一张牌并令此牌对任意目标无效。", (card, player, target) => {
return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target);
})
.set("sourcex", trigger.targets)
.set("ai", function (target) {
var player = _status.event.player;
if (player.countCards("h") % 2 == 0) return true;
var eff = get.effect(target, _status.event.card, player, player);
if (
player.hasSkill("olxieju") &&
player.isPhaseUsing() &&
!player.getStat().skill.olxieju &&
get.attitude(player, target) > 0 &&
!game.hasGlobalHistory("useCard", evt => {
return evt.targets && evt.targets.includes(target);
})
)
return 6 + eff;
return eff;
})
.set("card", trigger.card);
} else {
trigger.player
.chooseBool("是否发动" + get.translation(player) + "的【犷骜】?", "令其成为" + get.translation(trigger.card) + "的额外目标。然后若其手牌数为偶数,其摸一张牌并令此牌对任意目标无效。")
.set("ai", () => {
return _status.event.bool;
})
.set(
"bool",
(function () {
var att = get.attitude(trigger.player, player);
if (player.countCards("h") % 2 == 0) {
if (att > 0) return true;
return false;
}
if (get.effect(player, trigger.card, trigger.player, trigger.player) > 0) return true;
return false;
})()
);
}
"step 1";
if (result.bool) {
var target = result.targets && result.targets[0];
if (!target) {
target = player;
trigger.player.logSkill("olguangao", player);
} else {
player.logSkill("olguangao", target);
}
trigger.targets.add(target);
game.delayex();
} else event.finish();
"step 2";
if (player.countCards("h") % 2 == 0) {
player.draw();
player
.chooseTarget("犷骜:令此杀对其任意个目标无效", [1, Infinity], (card, player, target) => {
return _status.event.targetsx.includes(target);
})
.set("ai", target => {
return 1 - get.effect(target, _status.event.getTrigger().card, _status.event.player, _status.event.player);
})
.set("targetsx", trigger.targets);
} else event.finish();
"step 3";
if (result.bool) {
player.line(result.targets);
trigger.excluded.addArray(result.targets);
}
},
},
olhuiqi: {
audio: 2,
trigger: {
global: "phaseEnd",
},
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "thunder",
derivation: "olxieju",
filter: function (event, player) {
var targets = [];
game.getGlobalHistory("useCard", evt => {
if (evt.targets && evt.targets.length) {
targets.addArray(evt.targets);
}
});
return targets.length == 3 && targets.includes(player);
},
content: function () {
"step 0";
player.awakenSkill("olhuiqi");
player.addSkills("olxieju");
player.insertPhase();
},
},
olxieju: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return event.olxieju && event.olxieju.length;
},
onChooseToUse: function (event) {
if (!event.olxieju && !game.online) {
var targets = [];
game.getGlobalHistory("useCard", evt => {
if (evt.targets && evt.targets.length) {
targets.addArray(evt.targets);
}
});
event.set("olxieju", targets);
}
},
filterTarget: function (card, player, target) {
var event = _status.event;
if (event.olxieju.includes(target)) return true;
return false;
},
selectTarget: [1, Infinity],
content: function () {
var card = {
name: "sha",
isCard: true,
};
if (target.hasUseTarget(card, true)) {
target.chooseUseTarget(card, true, false);
}
},
ai: {
order: 1,
result: {
target: function (player, target) {
var val = target.getUseValue({ name: "sha" }, true);
return Math.sign(val);
},
},
},
},
//郝普
olzhenying: {
audio: 2,
enable: "phaseUse",
usable: 2,
filter: function (event, player) {
return game.hasPlayer(current => {
return lib.skill.olzhenying.filterTarget(null, player, current);
});
},
filterTarget: function (card, player, target) {
return player != target && target.countCards("h") <= player.countCards("h");
},
content: function () {
"step 0";
var send = function () {
var next = game.createEvent("olzhenying_adjust", false);
next.setContent(lib.skill.olzhenying.contentx);
game.resume();
};
var sendback = function (result, player) {
if (!result && typeof result !== "number") {
result = player.getCards("h");
if (!result.length) result = 0;
}
event.results.push([player, result]);
};
event.ai_targets = [];
event.results = [];
var players = [player, target];
for (var i = 0; i < players.length; i++) {
if (_status.connectMode) players[i].showTimer();
if (players[i].isOnline()) {
event.withol = true;
players[i].send(send);
players[i].wait(sendback);
} else if (players[i] == game.me) {
event.withme = true;
var next = game.createEvent("olzhenying_adjust", false);
next.setContent(lib.skill.olzhenying.contentx);
if (_status.connectMode) game.me.wait(sendback);
} else {
event.ai_targets.push(players[i]);
}
}
if (event.ai_targets.length) {
for (var i = 0; i < event.ai_targets.length; i++) {
if (players.includes(event.ai_targets[i])) {
var target = event.ai_targets[i];
var cards = target.getCards("h");
cards = cards.sort((a, b) => {
return get.value(b) - get.value(a);
});
var beginInd = 1;
var endInd = 2;
var eff = get.effect(player, { name: "juedou" }, target, target),
eff2 = get.effect(target, { name: "juedou" }, player, target);
var att = get.attitude(player, target);
if (att > 0 || eff2 > 0) {
if (cards.length <= 2) {
cards = 2 - cards.length;
} else {
beginInd = 2;
endInd = 2;
}
} else {
if (get.value(cards, target) <= 5 && !target.isZhu) {
if (eff > 0 && Math.random() < 0.65) {
beginInd = 0;
endInd = 1;
}
}
}
if (typeof cards != "number") {
cards = cards.slice([beginInd, endInd].randomGet(), cards.length);
}
sendback(cards, target);
event.ai_targets.splice(i--, 1);
}
}
if (event.ai_targets.length) {
event.ai_targets.randomSort();
setTimeout(function () {
event.interval = setInterval(
function () {
var target = event.ai_targets.shift();
var cards = target.getCards("h");
cards = cards.sort((a, b) => {
return get.value(b) - get.value(a);
});
var beginInd = 1;
var endInd = 2;
var eff = get.effect(player, { name: "juedou" }, target, target),
eff2 = get.effect(target, { name: "juedou" }, player, target);
var att = get.attitude(player, target);
if (att > 0 || eff2 > 0) {
if (cards.length <= 2) {
cards = 2 - cards.length;
} else {
beginInd = 2;
endInd = 2;
}
} else {
if (get.value(cards, target) <= 5 && !target.isZhu) {
if (eff > 0 && Math.random() < 0.65) {
beginInd = 0;
endInd = 1;
}
}
}
if (typeof cards != "number") {
cards = cards.slice([beginInd, endInd].randomGet(), cards.length);
}
sendback(cards, target);
if (!event.ai_targets.length) {
clearInterval(event.interval);
if (event.withai) game.resume();
}
},
_status.connectMode ? 750 : 75
);
}, 500);
}
}
"step 1";
if (event.withme) {
if (_status.connectMode) game.me.unwait(result, game.me);
else {
if (!result && typeof result !== "number") {
result = game.me.getCards("h");
if (!result.length) result = 0;
}
event.results.push([game.me, result]);
}
}
"step 2";
if (event.withol && !event.resultOL) {
game.pause();
}
"step 3";
if (event.ai_targets.length > 0) {
event.withai = true;
game.pause();
}
"step 4";
if (_status.connectMode) {
for (var i of [player, target]) i.hideTimer();
}
var lose_list = [];
var draw_list = [];
event.results.sort((a, b) => lib.sort.seat(a[0], b[0]));
for (var res of event.results) {
var target = res[0],
cardsx = res[1];
if (!target || !cardsx) continue;
if (typeof cardsx === "number") draw_list.push([target, cardsx]);
else if (cardsx.length) lose_list.push([target, cardsx]);
}
if (lose_list.length) {
game.loseAsync({
lose_list: lose_list,
}).setContent("discardMultiple");
}
if (draw_list.length) {
for (var list of draw_list) {
var target = list[0],
num = list[1];
target.draw(num, "nodelay");
}
}
"step 5";
game.delay();
var num1 = player.countCards("h"),
num2 = target.countCards("h");
if (num1 == num2) {
event.finish();
return;
}
var players = [player, target];
if (num2 < num1) players.reverse();
var card = {
name: "juedou",
isCard: true,
};
if (players[0].canUse(card, players[1])) players[0].useCard(card, players[1]);
},
contentx: function () {
"step 0";
var player = game.me;
event.player = player;
var num = player.countCards("h");
if (num >= 2) {
var cards = player.getCards("h", card => {
return lib.filter.cardDiscardable(card, player, "olzhenying");
});
if (cards.length < num - 2) event._result = { cards: cards };
else
player.chooseCard("镇荧:请将手牌弃置至至多两张", [num - 2, num], true, (card, player, target) => {
return lib.filter.cardDiscardable(card, player, "olzhenying");
});
event.goto(2);
} else {
var choices = ["零", "一", "二"];
player
.chooseControl(choices)
.set("prompt", "镇荧:请选择要将手牌调整至的张数")
.set("ai", () => {
return [0, 1, 2].randomGet();
});
}
"step 1";
var num = result.index;
var len = player.countCards("h");
if (len > num) {
var cards = player.getCards("h", card => {
return lib.filter.cardDiscardable(card, player, "olzhenying");
});
if (num == 0 || cards.length < len - num) {
event._result = { cards: cards };
} else
player.chooseCard("镇荧:请将手牌弃置至" + get.cnNumber(num) + "张", len - num, true, (card, player, target) => {
return lib.filter.cardDiscardable(card, player, "olzhenying");
});
} else event._result = { cards: num - len };
"step 2";
if (result && result.cards) {
var cards = result.cards;
}
event.result = cards;
},
ai: {
order: function (item, player) {
if (
game.hasPlayer(current => {
return current.countCards("h") < player.countCards("h");
})
)
return 3;
return 7;
},
result: {
player: function (player, target) {
var delt = 2 - player.countCards("h");
return Math.sqrt(Math.abs(delt)) * Math.sign(delt) + 0.1;
},
target: function (player, target) {
if (get.attitude(player, target) > 0 && target.countCards("h") + player.countCards("h") <= 3) return 1;
return get.sgn(get.effect(target, { name: "juedou" }, player, target)) * 1.2;
},
},
},
},
//OL孟达
olgoude: {
audio: 2,
trigger: {
global: "phaseEnd",
},
filter: function (event, player) {
var list = [];
game.countPlayer(current => {
if (current.group != player.group) return false;
var listx = lib.skill.olgoude.getActed(current);
list.addArray(listx);
});
return list.length && list.length < 4;
},
getActed: function (target) {
var list = [];
if (
target.hasHistory("gain", evt => {
return evt.getParent().name == "draw" && evt.cards.length == 1;
})
) {
list.push(1);
}
if (
game.hasPlayer2(current => {
return current.hasHistory("lose", evt => {
if (evt.type != "discard") return false;
if ((evt.discarder || evt.getParent(2).player) != target) return false;
var evtx = evt.getl(current);
if (!evtx || evtx.hs.length != 1) return false;
return true;
});
})
) {
list.push(2);
}
if (
target.hasHistory("useCard", evt => {
if (evt.card.name == "sha" && evt.cards && !evt.cards.length) return true;
return false;
})
) {
list.push(3);
}
if (
target.hasHistory("custom", evt => {
return evt.name == "changeGroup";
})
) {
list.push(4);
}
return list;
},
direct: true,
content: function () {
"step 0";
var list = [1, 2, 3, 4];
game.countPlayer(current => {
if (current.group != player.group) return false;
var listx = lib.skill.olgoude.getActed(current);
list.removeArray(listx);
});
var list2 = list.slice();
var nochai = false,
nosha = false;
if (
!game.hasPlayer(current => {
return current.countDiscardableCards(player, "h");
})
) {
nochai = true;
list2.remove(2);
}
if (
!game.hasPlayer(current => {
return player.canUse({ name: "sha", isCard: true }, current, true, false);
})
) {
nosha = true;
list2.remove(3);
}
var choices = list2.map(i => {
return "选项" + get.cnNumber(i, true);
});
var choiceList = ["摸一张牌", "弃置一名角色的一张手牌", "视为使用一张【杀】", "将势力改为任意一个势力"].map((text, ind) => {
var hint = "";
if (list2.includes(ind + 1)) {
return text;
} else if (!list.includes(ind + 1)) {
hint += "已被执行过且";
}
if (ind == 1 && nochai && !list2.includes(ind + 1)) hint += "无有手牌角色且";
if (ind == 2 && nosha && !list2.includes(ind + 1)) hint += "无可选目标且";
hint = hint.slice(0, -1);
return '' + text + "(" + hint + ")";
});
choices.push("cancel2");
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("prompt", get.prompt("olgoude"))
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
var fn = function (control) {
switch (control) {
case "选项一":
return player.getUseValue({ name: "draw" });
case "选项二":
return Math.max.apply(
Math,
game.filterPlayer().map(current => {
if (current.hasSkillTag("noh")) return -1;
return -1.5 * get.attitude(player, current) - Math.max(0, current.countCards("h") - 2) / 3;
})
);
case "选项三":
return player.getUseValue({ name: "sha" });
case "选项四":
var myPopulation =
game.countPlayer(current => {
return current.group == player.group;
}) - 1;
var value = Math.max.apply(
Math,
lib.group.map(group => {
return (
game.countPlayer(current => {
return current.group == group && current != player;
}) - myPopulation
);
})
);
return 10 * value + 0.1 * (Math.random() - 0.5);
case "cancel2":
return 0;
}
};
var choicesx = choices.map(choice => {
return [choice, fn(choice)];
});
choicesx = choicesx.sort((a, b) => {
return b[1] - a[1];
});
var choice = choicesx[0];
if (choice[1] < 0) return "cancel2";
return choice[0];
})()
);
"step 1";
if (result.control == "cancel2") {
event.finish();
return;
}
var contents = {
选项一: function () {
player.logSkill("olgoude");
player.draw();
},
选项二: function () {
"step 0";
player
.chooseTarget("苟得:弃置一名角色的一张手牌", true, (card, player, target) => {
return target.countDiscardableCards(player, "h");
})
.set("ai", target => {
if (target.hasSkillTag("noh")) return 0;
return -get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
player.logSkill("olgoude", target);
player.discardPlayerCard(target, true, "h");
}
},
选项三: function () {
player.chooseUseTarget("sha", true, false).set("logSkill", "olgoude").set("prompt", "苟得:选择【杀】的目标");
},
选项四: function () {
"step 0";
var list = lib.group.slice();
var maxGroup = list.slice().sort((a, b) => {
return (
game.countPlayer(current => {
return current.group == b && current != player;
}) -
game.countPlayer(current => {
return current.group == a && current != player;
})
);
})[0];
player
.chooseControl(list)
.set("prompt", "苟得:请选择要变更为的势力")
.set("ai", () => {
return _status.event.choice;
})
.set("choice", maxGroup);
"step 1";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
var group = result.control;
player.logSkill("olgoude");
player.changeGroup(group);
player.popup(group + "2", get.groupnature(group, "raw"));
},
};
var next = game.createEvent("olgoude_" + result.control);
next.player = player;
next.setContent(contents[result.control]);
},
ai: {
threaten: 3,
effect: {
player_use(card, player, target) {
if (
typeof card == "object" &&
card.cards &&
card.cards.some(card => {
return get.position(card) == "h";
}) &&
!get.tag(card, "draw") &&
!get.tag(card, "gain") &&
!get.tag(card, "discard") &&
player == _status.currentPhase &&
player.needsToDiscard() == 1 &&
game.countPlayer(current => {
return current.group == player.group && current != player;
}) <= 1 &&
lib.group.some(group => {
return (
game.countPlayer(current => {
return current.group == group && current != player;
}) > 2
);
})
)
return "zeroplayertarget";
},
},
},
},
//OL新改王朗
oljici: {
audio: "jici",
trigger: {
player: "compare",
target: "compare",
},
filter: function (event, player) {
if (event.player == player) {
if (event.iwhile) return false;
return event.num1 <= player.countMark("gushe");
}
return event.num2 <= player.countMark("gushe");
},
content: function () {
var num = player.countMark("gushe");
if (player == trigger.player) {
trigger.num1 += num;
if (trigger.num1 > 13) trigger.num1 = 13;
} else {
trigger.num2 += num;
if (trigger.num2 > 13) trigger.num2 = 13;
}
game.log(player, "的拼点牌点数+" + num);
var stat = player.getStat().skill;
delete stat.gushe;
},
ai: {
combo: "gushe",
},
},
//OL刘老板
olpianan: {
audio: 2,
trigger: {
player: ["enterGame", "phaseDiscardEnd"],
global: "phaseBefore",
},
forced: true,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
"step 0";
var hs = player.getCards("h", card => {
return get.name(card) != "shan" && lib.filter.cardDiscardable(card, player, "olpianan");
});
if (hs.length) player.discard(hs);
"step 1";
var num = player.hp - player.countCards("h");
if (num > 0) {
var cards = [];
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (card.name == "shan") {
cards.add(card);
num--;
}
if (num == 0) break;
}
if (num > 0) {
for (var i = 0; i < ui.discardPile.childNodes.length; i++) {
var card = ui.discardPile.childNodes[i];
if (card.name == "shan") {
cards.add(card);
num--;
}
if (num == 0) break;
}
}
if (cards.length) player.gain(cards, "gain2");
}
},
mod: {
aiValue: function (player, card, num) {
if (card.name != "shan") return;
if (player == _status.currentPhase) return 0;
},
aiUseful: function () {
return lib.skill.olpianan.mod.aiValue.apply(this, arguments);
},
},
},
olyinji: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return !player.isMaxHp(true);
},
content: function () {
"step 0";
player
.chooseControl("体力", "体力上限")
.set("prompt", "殷积:回复1点体力或加1点体力上限")
.set("ai", () => {
var player = _status.event.player;
if (!player.isDamaged() || (player.hp > 3 && player.getDamagedHp() == 1) || player.maxHp < 3) return 1;
return 0;
});
"step 1";
player[result.index == 0 ? "recover" : "gainMaxHp"]();
},
},
olkuisi: {
audio: 2,
trigger: { player: "phaseDrawBefore" },
forced: true,
content: function () {
"step 0";
trigger.cancel();
var cards = game.cardsGotoOrdering(get.cards(4)).cards;
event.cards = cards.slice();
"step 1";
player
.chooseButton(["窥伺:是否使用其中的一张牌?", cards])
.set("filterButton", button => {
return _status.event.player.hasUseTarget(button.link);
})
.set("ai", button => {
var player = _status.event.player,
card = button.link,
cards = _status.event.getParent().cards;
var val = player.getUseValue(card) + 0.01;
if ((val > 0 && cards.length > 1) || (val > 4 && cards.length == 1 && (player.maxHp > 3 || player.isDamaged()))) return get.order(card) + val / 5;
return 0;
});
"step 2";
if (result.bool) {
var card = result.links[0];
event.cards.remove(card);
player.$gain2(card, false);
game.delayx();
player.chooseUseTarget(true, card, false);
} else event.goto(4);
"step 3";
if (cards.some(i => get.position(i, true) == "o" && player.hasUseTarget(i))) event.goto(1);
"step 4";
if (cards.length != 1 && cards.length != 2) {
player.loseMaxHp();
}
},
},
//卢氏
olzhuyan: {
audio: 2,
trigger: { player: "phaseDiscardEnd" },
init: function (player) {
player.addSkill("olzhuyan_record");
},
onremove: ["olzhuyan_true", "olzhuyan_false"],
direct: true,
filter: function (event, player) {
for (var bool of [true, false]) {
var targeted = player.getStorage("olzhuyan_" + bool);
if (
game.hasPlayer(current => {
return !targeted.includes(current) && lib.skill.olzhuyan.getNum(current, bool);
})
)
return true;
}
return false;
},
getNum: function (player, status) {
if (!_status.olzhuyan || !_status.olzhuyan[player.playerid]) return 0;
var num = _status.olzhuyan[player.playerid][status ? 1 : 0];
if (status) {
num -= player.countCards("h");
if (num + player.countCards("h") > 5) num = 5 - player.countCards("h");
} else {
num -= player.hp;
if (num + player.hp < 1) num = 1 - player.hp;
}
return num;
},
content: function () {
"step 0";
var map = {};
for (var bool of [true, false]) {
var targeted = player.getStorage("olzhuyan_" + bool);
game.countPlayer(current => {
if (targeted.includes(current)) return false;
if (!map[current.playerid]) map[current.playerid] = [];
map[current.playerid][bool ? 1 : 0] = lib.skill.olzhuyan.getNum(current, bool);
});
}
event.map = map;
player
.chooseTarget(get.prompt("olzhuyan"), "令一名角色将{体力值/手牌数}调整至与其上个准备阶段相同(“--”表示已对其发动过该分支)", (card, player, target) => {
var list = _status.event.map[target.playerid];
return list && (list[0] || list[1]);
})
.set("map", map)
.set("targetprompt", target => {
var list = _status.event.map[target.playerid];
var str = "";
for (var i = 0; i < 2; i++) {
if (list[i] === undefined) str += "--";
else {
str += (list[i] > 0 ? "+" : "") + list[i];
}
str += "/";
}
return str.slice(0, -1);
})
.set("ai", target => {
var list = _status.event.map[target.playerid];
var att = get.attitude(_status.event.player, target);
var v1 = list[0],
v2 = get.sgn(list[1]) * Math.sqrt(Math.abs(list[1]));
return Math[att > 0 ? "max" : "min"](v1, v2) * att;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("olzhuyan", target);
event.target = target;
var list = event.map[target.playerid];
var choices = ["体力值", "手牌数"];
if (list[0] && list[1]) {
player
.chooseControl(choices)
.set("choiceList", ["令" + get.translation(target) + (list[0] > 0 ? "回复" : "失去") + Math.abs(list[0]) + "点体力" + (list[0] < 0 ? "(至多失去至1)" : ""), "令" + get.translation(target) + (list[1] > 0 ? "摸" : "弃置") + get.cnNumber(Math.abs(list[1])) + "张" + (list[1] > 0 ? "" : "手") + "牌" + (list[1] > 0 ? "(至多摸至5)" : "")])
.set("prompt", "驻颜:请选择一项")
.set("ai", () => _status.event.choice)
.set(
"choice",
(function () {
var v1 = list[0],
v2 = get.sgn(list[1]) * Math.sqrt(Math.abs(list[1]));
if (get.attitude(player, target) > 0) {
return v1 > v2 ? 0 : 1;
}
return v1 > v2 ? 1 : 0;
})()
);
} else {
event._result = { index: list[0] ? 0 : 1 };
}
} else event.finish();
"step 2";
var ind = result.index;
player.markAuto("olzhuyan_" + Boolean(ind), [target]);
var num = event.map[target.playerid][ind];
if (ind == 0) {
if (num > 0) {
target.recover(num);
} else {
num = Math.min(target.hp - 1, -num);
target.loseHp(num);
}
} else {
if (num > 0) {
num = Math.min(5 - target.countCards("h"), num);
if (num > 0) target.draw(num);
} else {
num = -num;
target.chooseToDiscard(num, true).set("prompt", "驻颜:请弃置" + get.cnNumber(Math.abs(num)) + "张手牌");
}
}
},
subSkill: {
record: {
trigger: {
global: ["phaseJieshuAfter", "phaseBefore", "enterGame"],
},
lastDo: true,
charlotte: true,
forced: true,
popup: false,
forceDie: true,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
if (!_status.olzhuyan) _status.olzhuyan = {};
if (event.triggername == "phaseBefore") {
game.countPlayer(current => {
_status.olzhuyan[current.playerid] = [current.hp, current.countCards("h")];
});
} else {
_status.olzhuyan[trigger.player.playerid] = [trigger.player.hp, trigger.player.countCards("h")];
}
},
},
},
},
olleijie: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("olleijie"), "令一名角色判定。若结果为♠2~9,其受到2点雷电伤害,否则其摸两张牌。")
.set("ai", target => {
var player = _status.event.player,
sgn = _status.event.sgn;
if (sgn > 0) {
return get.damageEffect(target, target, player, "thunder");
} else if (sgn == 0) {
return get.attitude(player, target);
}
return 0;
})
.set(
"sgn",
(function () {
var sgn = 0;
game.countPlayer(current => {
if (!current.hasSkillTag("rejudge")) return;
sgn = get.sgnAttitude(player, current);
});
return sgn;
})()
);
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("olleijie", target);
target
.judge(card => {
var number = get.number(card);
if (get.suit(card) == "spade" && number >= 2 && number <= 9) return -4;
return 2;
})
.set("judge2", result => {
return result.bool === false ? true : false;
});
} else event.finish();
"step 2";
if (result.bool) {
target.draw(2);
} else {
target.damage(2, "thunder");
}
},
},
releijie: {
audio: "olleijie",
enable: "phaseUse",
filterTarget: true,
usable: 1,
async content(event, trigger, player) {
const target = event.target,
result = await target
.judge(card => {
var number = get.number(card);
if (get.suit(card) == "spade" && number >= 2 && number <= 9) return -4;
return 2;
})
.set("judge2", result => {
return result.bool === false ? true : false;
})
.forResult();
if (result.bool) await target.draw(2);
else {
const card = new lib.element.VCard({ name: "sha", nature: "thunder" });
if (player.canUse(card, target, false)) {
for (let i = 1; i <= 2; i++) {
await player.useCard(card, target, false);
}
}
}
},
ai: {
order: 1,
result: {
target(player, target) {
let sgn = 0,
eff = 0,
num = get.attitude(player, target);
const card = new lib.element.VCard({ name: "sha", nature: "thunder" });
game.countPlayer(current => {
if (!current.hasSkillTag("rejudge")) return;
sgn = get.sgnAttitude(player, current);
});
if (sgn > 0 && player.canUse(card, target, false)) {
eff += get.effect(target, card, player, player) * 2;
return eff * get.sgn(num);
} else if (sgn == 0) return num * get.sgn(num);
return 0;
},
},
},
},
//张世平
olhongji: {
audio: 2,
trigger: { global: "phaseZhunbeiBegin" },
filter: function (event, player) {
if (event.player.isMinHandcard() && !player.hasSkill("olhongji_min")) return true;
if (event.player.isMaxHandcard() && !player.hasSkill("olhongji_max")) return true;
return false;
},
direct: true,
content: function () {
"step 0";
var target = trigger.player;
event.target = target;
var bool1 = target.isMinHandcard() && !player.hasSkill("olhongji_min"),
str1 = "其手牌数为全场最少。你可以令其于本回合摸牌阶段结束后执行一个额外的摸牌阶段,然后本轮你不能再发动该分支。";
var bool2 = target.isMaxHandcard() && !player.hasSkill("olhongji_max"),
str2 = "其手牌数为全场最多。你可以令其于本回合出牌阶段结束后执行一个额外的出牌阶段,然后本轮你不能再发动该分支。";
if (bool1 && !bool2) {
event.branch = 0;
player
.chooseBool(get.prompt("olhongji", target), str1)
.set("ai", () => {
return _status.event.bool;
})
.set("bool", get.attitude(player, trigger.player) > 1);
} else if (!bool1 && bool2) {
event.branch = 1;
player
.chooseBool(get.prompt("olhongji", target), str2)
.set("ai", () => {
return _status.event.bool;
})
.set("bool", get.attitude(player, trigger.player) > 1);
} else if (bool1 && bool2) {
player
.chooseControl("摸牌阶段", "出牌阶段", "cancel2")
.set("prompt", get.prompt("olhongji", target))
.set("choiceList", [str1.slice(13), str2.slice(13)])
.set("ai", () => _status.event.bool)
.set("bool", () => (get.attitude(player, trigger.player) > 1 ? [0, 1].randomGet() : "cancel2"));
}
"step 1";
var choice = -1;
if ((event.branch == 0 && result.bool) || result.control == "摸牌阶段") choice = 0;
if ((event.branch == 1 && result.bool) || result.control == "出牌阶段") choice = 1;
if (choice == 0) {
player.logSkill("olhongji", target);
player.addTempSkill("olhongji_min", "roundStart");
target.addTempSkill("olhongji_draw");
} else if (choice == 1) {
player.logSkill("olhongji", target);
player.addTempSkill("olhongji_max", "roundStart");
target.addTempSkill("olhongji_use");
}
},
ai: { expose: 0.25 },
subSkill: {
min: { charlotte: true },
max: { charlotte: true },
draw: {
trigger: { player: "phaseDrawAfter" },
charlotte: true,
forced: true,
popup: false,
content: function () {
var next = trigger.player.phaseDraw();
event.next.remove(next);
trigger.getParent("phase").next.push(next);
player.removeSkill("olhongji_draw");
},
},
use: {
trigger: { player: "phaseUseAfter" },
charlotte: true,
forced: true,
popup: false,
content: function () {
var next = trigger.player.phaseUse();
event.next.remove(next);
trigger.getParent("phase").next.push(next);
player.removeSkill("olhongji_use");
},
},
},
},
olxinggu: {
audio: 2,
trigger: { global: "phaseBefore", player: "enterGame" },
forced: true,
locked: false,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: "olxinggu_trade",
content: function () {
"step 0";
var cards = [];
for (var i = 0; i < 3; i++) {
var card = get.cardPile2(function (card) {
if (cards.includes(card)) return false;
var type = get.subtype(card);
return type == "equip3" || type == "equip4" || type == "equip6";
});
if (card) cards.add(card);
else break;
}
if (cards.length) player.addToExpansion(cards, "draw").gaintag.add("olxinggu");
},
marktext: "贾",
intro: {
markcount: "expansion",
mark: function (dialog, content, player) {
var content = player.getExpansions("olxinggu");
if (content && content.length) {
if (player == game.me || player.isUnderControl()) {
dialog.addAuto(content);
} else {
return "剩余" + get.cnNumber(content.length) + "匹马";
}
}
},
},
subSkill: {
trade: {
audio: "olxinggu",
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return player.getExpansions("olxinggu").length;
},
direct: true,
content: function () {
"step 0";
var cards = player.getExpansions("olxinggu");
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
player
.chooseButton([get.prompt("olxinggu"), cards])
.set("ai", button => {
if (_status.event.toChoose == button.link) return 1;
return 0;
})
.set(
"toChoose",
!event.aiCancel &&
cards.find(card => {
return game.hasPlayer(current => {
if (!lib.skill.zhijian.filterTarget(card, player, current)) return false;
return get.effect(current, card, player, player) > 0;
});
})
);
"step 1";
if (result.bool) {
var card = result.links[0];
event.card = card;
player
.chooseTarget("将" + get.translation(card) + "置入一名其他角色的装备区", lib.skill.zhijian.filterTarget)
.set("ai", target => {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", card);
} else {
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
event.finish();
}
"step 2";
if (result.bool) {
var target = result.targets[0];
event.target = target;
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
player.logSkill("olxinggu", target);
player.$give(card, target, false);
} else {
if (!event.isMine() && !event.isOnline()) event.aiCancel = true;
event.goto(0);
}
"step 3";
target.equip(card);
"step 4";
var card = get.cardPile2(cardx => {
return get.suit(cardx) == "diamond";
});
if (card) player.gain(card, "gain2");
else {
game.log("但是牌堆中并没有♦牌了!");
player.chat("做了个亏本买卖…");
}
},
},
},
},
//孙弘
olxianbi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return !player.getStorage("olzenrun").includes(target) && target.countCards("e") != player.countCards("h");
},
content: function () {
"step 0";
var del = target.countCards("e") - player.countCards("h");
if (del == 0) event.finish();
else if (del > 0) {
player.draw(Math.min(5, del));
} else {
player.chooseToDiscard("险诐:弃置" + get.cnNumber(-del) + "张手牌", -del, "h", true);
player.addTempSkill("olxianbi_gain");
}
},
ai: {
order: 5,
result: {
player: function (player, target) {
return player.countCards("h", card => {
return get.value(card) > 6;
}) >= target.countCards("e")
? 0
: 1;
},
},
},
subSkill: {
gain: {
trigger: {
player: "loseAfter",
},
filter: function (event, player) {
return event.getParent(3).name == "olxianbi";
},
forced: true,
charlotte: true,
popup: false,
content: function () {
var cards = [],
cards2 = trigger.cards;
for (var cardx of cards2) {
var type = get.type2(cardx, player);
var card = get.discardPile(function (card) {
return get.type(card, false) == type && !cards2.includes(card) && !cards.includes(card);
});
if (card) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2");
},
},
},
},
olzenrun: {
audio: 2,
trigger: { player: "drawBefore" },
filter: function (event, player) {
return (
!player.hasSkill("olzenrun_used") &&
game.hasPlayer(current => {
return (
!player.getStorage("olzenrun").includes(current) &&
current != player &&
current.hasCard(function (card) {
return lib.filter.canBeGained(card, player, current);
}, "he")
);
})
);
},
direct: true,
check: function (event, player) {
return true;
},
content: function () {
"step 0";
var num = trigger.num;
player
.chooseTarget(get.prompt("olzenrun"), "改为获得一名其他角色" + get.cnNumber(num) + "张牌", (card, player, target) => {
return (
!player.getStorage("olzenrun").includes(target) &&
target != player &&
target.hasCard(function (card) {
return lib.filter.canBeGained(card, player, target);
}, "he")
);
})
.set("ai", target => {
return get.attitude(_status.event.player, target) / 5 + Math.random() + 2.5;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("olzenrun", target);
player.addTempSkill("olzenrun_used", ["phaseZhunbeiAfter", "phaseJudgeAfter", "phaseDrawAfter", "phaseUseAfter", "phaseDiscardAfter", "phaseJieshuAfter"]);
trigger.cancel();
player.gainPlayerCard(target, trigger.num, "he", true);
}
"step 2";
if (result.bool) {
var cards = result.cards;
var num = cards.length;
event.num = num;
target
.chooseControl()
.set("choiceList", ["摸" + get.cnNumber(num) + "张牌", "令其不能再对你发动〖险诐〗和〖谮润〗"])
.set("prompt", get.translation(player) + "对你发动了【谮润】,请选择一项")
.set("ai", () => {
if (_status.event.bool) return 0;
return 1;
})
.set("bool", get.attitude(target, player) > 0 || (num == 1 && Math.random() < 0.5) || num >= 2);
} else event.finish();
"step 3";
game.log(target, "选择了", "#y" + result.control);
if (result.index == 0) {
target.draw(num);
} else {
player.markAuto("olzenrun", [target]);
}
},
subSkill: {
used: {
charlotte: true,
},
},
},
//罗宪
oldaili: {
audio: 2,
trigger: { global: "phaseEnd" },
filter: function (event, player) {
return (
player.countCards("h", card => {
return card.hasGaintag("oldaili_tag");
}) %
2 ==
0
);
},
group: "oldaili_record",
locked: false,
check: function (event, player) {
if (get.distance(event.player, player, "absolute") == 1 && !player.isTurnedOver()) return false;
return true;
},
content: function () {
player.turnOver();
player.draw(3, "visible").gaintag = ["oldaili_tag"];
},
mod: {
aiValue: function (player, card, num) {
if (num < 0 || get.itemtype(card) != "card" || !card.hasGaintag("oldaili_tag")) return;
if (get.distance(_status.currentPhase, player, "absolute") == 1 && !player.isTurnedOver()) return;
let dai = player.countCards("h", card => {
return card.hasGaintag("oldaili_tag");
});
if (ui.selected.cards && ui.selected.cards.length)
dai += ui.selected.cards.filter(card => {
return card.hasGaintag("oldaili_tag");
}).length;
if (dai % 2) return Math.sqrt(num);
return num + 6;
},
aiUseful: function () {
return lib.skill.oldaili.mod.aiValue.apply(this, arguments);
},
},
mark: true,
marktext: "砺",
intro: {
markcount: function (storage, player) {
return player.countCards("h", card => card.hasGaintag("oldaili_tag"));
},
mark: function (dialog, content, player) {
var cards = player.getCards("h", card => card.hasGaintag("oldaili_tag"));
if (cards.length) {
dialog.addAuto(cards);
} else return "无展示牌";
},
},
subSkill: {
record: {
trigger: { global: "showCardsEnd" },
forced: true,
charlotte: true,
popup: false,
firstDo: true,
filter: function (event, player) {
return event.cards.some(i => get.owner(i) == player);
},
content: function () {
game.broadcastAll(
function (cards) {
cards.forEach(card => card.addGaintag("oldaili_tag"));
},
trigger.cards.filter(i => get.owner(i) == player)
);
player.markSkill("oldaili");
},
},
},
},
//胡班
olhuiyun: {
audio: 2,
enable: "phaseUse",
viewAs: {
name: "huogong",
storage: { olhuiyun: true },
},
filterCard: true,
position: "hes",
onuse: function (links, player) {
player.addTempSkill("olhuiyun_after");
player.addTempSkill("olhuiyun_record");
},
ai: {
effect: {
player: function (card, player, target) {
if (get.attitude(player, target) > 0 && card && card.name == "huogong" && card.storage && card.storage.olhuiyun && !player.hasSkill("olhuiyun_3")) return [0, 0.5, 0, 0.5];
},
},
},
subSkill: {
after: {
audio: "olhuiyun",
trigger: { global: "useCardAfter" },
charlotte: true,
forced: true,
direct: true,
filter: function (event, player) {
return event.card.name == "huogong" && event.card.storage && event.card.storage.olhuiyun && event.targets.some(i => i.isIn());
},
content: function () {
"step 0";
var choices = [];
var choiceList = ["使用展示牌,然后重铸所有手牌", "使用一张手牌,然后重铸展示牌", "摸一张牌"];
for (var i = 1; i <= 3; i++) {
if (!player.hasSkill("olhuiyun_" + i)) choices.push("选项" + get.cnNumber(i, true));
else choiceList[i - 1] = '' + choiceList[i - 1] + "";
}
if (!choices.length) event.finish();
else {
player.logSkill("olhuiyun_after");
player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("prompt", "晖云:选择一项,令" + get.translation(trigger.targets) + "可以选择执行")
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (choices.length == 1) return choices[0];
var choicesx = choices.slice();
if (get.attitude(player, trigger.targets[0]) > 0 && choices.includes("选项三")) return "选项三";
choicesx.remove("选项三");
return choicesx.randomGet();
})()
);
}
"step 1";
if (result.control != "cancel2") {
var index = ["选项一", "选项二", "选项三"].indexOf(result.control) + 1;
event.index = index;
game.log(player, "选择了", "#y" + result.control);
player.addTempSkill("olhuiyun_" + index, "roundStart");
event.targets = trigger.targets.slice(0);
} else event.finish();
"step 2";
var target = targets.shift();
event.target = target;
if (target.isIn()) {
var cards = target.getCards("h", card => card.hasGaintag("olhuiyun_tag"));
if (event.index == 3) {
target.chooseBool("是否摸一张牌?").set("ai", () => true);
event.goto(5);
} else if (event.index == 1 && cards.length) {
target.chooseToUse({
filterCard: function (card) {
if (get.itemtype(card) != "card" || !card.hasGaintag("olhuiyun_tag")) return false;
return lib.filter.filterCard.apply(this, arguments);
},
prompt: "是否使用一张展示牌,然后重铸所有手牌?",
});
} else if (event.index == 2) {
target.chooseToUse({
filterCard: function (card) {
if (get.itemtype(card) != "card" || (get.position(card) != "h" && get.position(card) != "s")) return false;
return lib.filter.filterCard.apply(this, arguments);
},
prompt: "是否使用一张手牌,然后重铸展示牌?",
});
event.goto(4);
} else event.goto(6);
} else event.goto(6);
"step 3";
if (result.bool) {
var hs = target.getCards("h", lib.filter.cardRecastable);
if (hs.length) {
target.recast(hs);
}
}
event.goto(6);
"step 4";
if (result.bool) {
var hs = target.getCards("h", card => {
if (!card.hasGaintag("olhuiyun_tag")) return false;
return target.canRecast(card);
});
if (hs.length) {
target.recast(hs);
}
}
event.goto(6);
"step 5";
if (result.bool) {
target.draw();
}
"step 6";
if (targets.length) event.goto(2);
},
},
record: {
trigger: { global: "showCardsEnd" },
forced: true,
charlotte: true,
popup: false,
firstDo: true,
filter: function (event, player) {
if (event.getParent().name != "huogong") return false;
var card = event.getParent(2).card;
if (card && card.storage && card.storage.olhuiyun) return true;
return false;
},
content: function () {
game.broadcastAll(function (cards) {
cards.forEach(card => card.addGaintag("olhuiyun_tag"));
}, trigger.cards);
},
},
1: { charlotte: true },
2: { charlotte: true },
3: { charlotte: true },
},
},
//王瓘
olmiuyan: {
audio: 2,
enable: "chooseToUse",
viewAsFilter: function (player) {
return !player.hasSkill("olmiuyan_blocker") && player.hasCard(card => get.color(card) == "black", "hes");
},
viewAs: { name: "huogong" },
filterCard: { color: "black" },
position: "hes",
check: function (card) {
var player = _status.event.player,
suits = lib.suit.slice(0);
if (
player.countCards("h") > 4 &&
player.hasCard(function (card) {
suits.remove(get.suit(card));
return suits.length == 0;
}, "h")
)
return 8 - get.value(card);
return 4 - get.value(card);
},
promptfunc: function () {
if (_status.event.player.storage.olmiuyan) return "转换技。你可以将一张黑色牌当做【火攻】使用。若此牌未造成伤害,则你令此技能失效直到本轮结束。";
return "转换技。你可以将一张黑色牌当做【火攻】使用。若此牌造成了伤害,则你获得此阶段内所有被展示过的牌。";
},
precontent: function () {
player.changeZhuanhuanji("olmiuyan");
var card = event.result.card;
if (!card.storage) card.storage = {};
if (player.storage.olmiuyan) {
card.storage.olmiuyan_gain = true;
player.addTempSkill("olmiuyan_gain");
} else {
card.storage.olmiuyan_remove = true;
player.addTempSkill("olmiuyan_remove");
}
},
init: function (player) {
player.addSkill("olmiuyan_counter");
},
onremove: function (player) {
player.removeSkill("olmiuyan_counter");
},
zhuanhuanji: true,
mark: true,
marktext: "☯",
ai: {
order: function (item, player) {
if (player.storage.olmiuyan) return 1;
return 8;
},
},
intro: {
content: function (storage) {
if (storage) return "转换技。你可以将一张黑色牌当做【火攻】使用。然后若此牌未造成伤害,则你令此技能失效直到本轮结束。";
return "转换技。你可以将一张黑色牌当做【火攻】使用。然后若此牌造成了伤害,则你获得此阶段内所有被展示过的牌。";
},
},
subSkill: {
counter: {
trigger: {
global: ["showCardsEnd", "phaseZhunbeiBefore", "phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore", "phaseJieshuBefore"],
},
forced: true,
charlotte: true,
popup: false,
firstDo: true,
filter: function (event, player) {
if (event.name == "showCards") return get.itemtype(event.cards) == "cards";
return true;
},
content: function () {
if (trigger.name == "showCards") {
game.broadcastAll(function (cards) {
cards.forEach(card => card.addGaintag("olmiuyan_tag"));
}, trigger.cards);
} else game.players.forEach(current => current.removeGaintag("olmiuyan_tag"));
},
},
gain: {
trigger: { player: "useCardAfter" },
forced: true,
charlotte: true,
filter: function (event, player) {
return (
event.card.storage &&
event.card.storage.olmiuyan_gain &&
player.hasHistory("sourceDamage", function (evt) {
return evt.card == event.card;
}) &&
game.hasPlayer(function (current) {
return current != player && current.hasCard(card => card.hasGaintag("olmiuyan_tag"));
})
);
},
logTarget: function (event, player) {
return game.filterPlayer(function (current) {
return current != player && current.hasCard(card => card.hasGaintag("olmiuyan_tag"));
});
},
content: function () {
var cards = [],
players = game.filterPlayer(current => current != player).sortBySeat();
players.forEach(current => {
var cardsx = current.getCards("h", function (card) {
return card.hasGaintag("olmiuyan_tag");
});
if (cardsx.length) cards.addArray(cardsx);
});
player.gain(cards, "give");
},
},
remove: {
trigger: { player: "useCardAfter" },
forced: true,
charlotte: true,
filter: function (event, player) {
return (
event.card.storage &&
event.card.storage.olmiuyan_remove &&
!player.hasHistory("sourceDamage", function (evt) {
return evt.card == event.card;
})
);
},
content: function () {
player.addTempSkill("olmiuyan_blocker", "roundStart");
game.log(player, "的", "#g【谬焰】", "失效了");
},
},
blocker: { charlotte: true },
},
},
olshilu: {
audio: 2,
trigger: { player: "damageEnd" },
forced: true,
filter: function (event, player) {
return player.hp > 0;
},
content: function () {
"step 0";
player.draw(Math.min(5, player.hp));
"step 1";
var targets = game.filterPlayer(current => current != player && current.countCards("h") > 0 && player.inRange(current));
if (targets.length > 0) {
if (targets.length == 1) event._result = { bool: true, targets: targets };
else
player
.chooseTarget(true, "请选择一名攻击范围内的角色", "然后你选择该角色的一张手牌,令此牌视为【杀】", function (card, player, target) {
return target != player && target.countCards("h") > 0 && player.inRange(target);
})
.set("ai", function (target) {
return -get.attitude(_status.event.player, target);
});
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "green");
player.choosePlayerCard(target, true, "h");
}
"step 3";
if (result.bool) {
target.addSkill("olshilu_viewas");
target.showCards(result.cards);
target.addGaintag(result.cards, "olshilu");
}
},
ai: {
maixie: true,
},
subSkill: {
viewas: {
mod: {
cardname: function (card) {
if (get.itemtype(card) == "card" && card.hasGaintag("olshilu")) return "sha";
},
},
charlotte: true,
},
},
},
//张翼
oldianjun: {
audio: 2,
trigger: { player: "phaseEnd" },
forced: true,
content: function () {
"step 0";
player.damage("nosource");
"step 1";
trigger.phaseList.splice(trigger.num, 0, "phaseUse|oldianjun");
},
ai: {
halfneg: true
},
},
olkangrui: {
audio: 2,
init: () => {
game.addGlobalSkill("olkangrui_ai");
},
onremove: () => {
if (!game.hasPlayer(i => i.hasSkill("olkangrui"), true)) game.removeGlobalSkill("olkangrui_ai");
},
trigger: { global: "damageEnd" },
filter: function (event, player) {
return event.player == _status.currentPhase && event.player.getHistory("damage").indexOf(event) == 0;
},
direct: true,
content: function () {
"step 0";
player
.chooseControl("cancel2")
.set("choiceList", ["令" + get.translation(trigger.player) + "回复1点体力,且造成伤害时本回合手牌上限为0", "令" + get.translation(trigger.player) + "于本回合下次造成的伤害+1,且造成伤害时本回合手牌上限为0"])
.set("prompt", get.prompt("olkangrui", trigger.player))
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (get.attitude(player, trigger.player) <= 0) return "cancel2";
if (!trigger.player.isDamaged()) return "选项二";
var list = [];
if (trigger.player.hp + trigger.player.countCards("hs", "tao") <= 2) list.push("选项一");
if (
trigger.player.hasCard(card => {
if (!get.tag(card, "damage")) return false;
if (
game.hasPlayer(current => {
return (
get.effect(current, card, trigger.player, player) > 0 &&
trigger.player.canUse(card, current) &&
!current.hasSkillTag("filterDamage", null, {
player: trigger.player,
card: card,
})
);
}, "hs")
) {
return true;
}
})
)
list.push("选项二");
if (list.length) return list.randomGet();
return "选项一";
})()
);
"step 1";
if (result.control != "cancel2") {
player.logSkill("olkangrui", trigger.player);
player.draw();
if (result.index == 0) {
trigger.player.recover();
trigger.player.addTempSkill("olkangrui_nil");
} else {
trigger.player.addTempSkill("olkangrui_add");
trigger.player.addMark("olkangrui_add", 1, false);
}
}
},
ai: {
expose: 0.2,
threaten: 1.5,
},
subSkill: {
add: {
trigger: { source: "damageBegin1" },
charlotte: true,
forced: true,
onremove: ["olkangrui_add", "olkangrui_nil"],
filter: function (event, player) {
return player.hasMark("olkangrui_add");
},
content: function () {
trigger.num += player.countMark("olkangrui_add");
player.removeMark("olkangrui_add", player.countMark("olkangrui_add"), false);
player.storage.olkangrui_nil = true;
game.log(player, "本回合手牌上限基数为", "#g0");
},
mod: {
maxHandcardBase: function (player, num) {
if (player.storage.olkangrui_nil) return 0;
},
},
},
nil: {
trigger: { source: "damageBegin1" },
charlotte: true,
forced: true,
onremove: true,
filter: function (event, player) {
return !player.storage.olkangrui_nil;
},
content: function () {
player.storage.olkangrui_nil = true;
game.log(player, "本回合手牌上限基数为", "#g0");
},
mod: {
maxHandcardBase: function (player, num) {
if (player.storage.olkangrui_nil) return 0;
},
},
},
ai: {
trigger: { player: "dieAfter" },
filter: () => {
return !game.hasPlayer(i => i.hasSkill("olkangrui"), true);
},
silent: true,
forceDie: true,
content: () => {
game.removeGlobalSkill("olkangrui_ai");
},
ai: {
effect: {
target: function (card, player, target) {
if (target != player || !get.tag(card, "damage")) return;
var list = game.filterPlayer(current => current.hasSkill("olkangrui") && get.attitude(current, player) > 0);
var history = player.getHistory("damage");
if (!list.length || history.length != 0) return;
return [1, 2];
},
},
},
},
},
},
//朱儁
olcuipo: {
audio: 2,
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
return get.cardNameLength(event.card) == player.getHistory("useCard").indexOf(event) + 1;
},
content: function () {
var card = trigger.card;
if (card.name == "sha" || (get.type(card) == "trick" && get.tag(card, "damage") > 0)) trigger.baseDamage++;
else player.draw();
},
/*
trigger:{source:'damageBegin1'},
forced:true,
filter:function(event,player){
var card=event.card;
if(player!=_status.currentPhase||!card||event.getParent().type!='card') return false;
return get.cardNameLength(card)==player.getHistory('useCard').indexOf(event.getParent(2))+1;
},
content:function(){
trigger.num++;
},*/
mod: {
aiOrder: function (player, card, num) {
if (typeof card == "object" && get.cardNameLength(card) == player.getHistory("useCard").length + 1) return num + 10;
},
},
},
//马休马铁
rekenshang: {
audio: "olkenshang",
enable: "chooseToUse",
filterCard: true,
selectCard: [2, Infinity],
viewAsFilter: function (player) {
return player.countCards("hes") > 1;
},
check: function (card) {
var player = _status.event.player;
if (
game.countPlayer(function (current) {
return current != player && player.canUse("sha", current) && get.effect(current, { name: "sha" }, player, player) > 0;
}) <= ui.selected.cards.length
)
return 0;
if (_status.event.player.countCards("hes") >= 3) return 8 - ui.selected.cards.length - get.value(card);
return 6 - ui.selected.cards.length - get.value(card);
},
position: "hes",
viewAs: {
name: "sha",
storage: { olkenshang: true },
},
onuse: function (links, player) {
player.addTempSkill("rekenshang_effect");
},
ai: {
order: function (item, player) {
if (player.countCards("hes") >= 3) return 6;
return 4;
},
result: {
target: function (player, target, card, isLink) {
let eff = -1.5,
odds = 1.35,
num = 1;
if (isLink) {
let cache = _status.event.getTempCache("sha_result", "eff");
if (typeof cache !== "object" || cache.card !== get.translation(card)) return eff;
if (cache.odds < 1.35 && cache.bool) return 1.35 * cache.eff;
return cache.odds * cache.eff;
}
if (
player.hasSkill("jiu") ||
player.hasSkillTag("damageBonus", true, {
target: target,
card: card,
})
) {
if (
target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
jiu: true,
})
)
eff = -0.5;
else {
num = 2;
if (get.attitude(player, target) > 0) eff = -7;
else eff = -4;
}
}
if (
!player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card,
},
true
)
)
odds -=
0.7 *
target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
}),
"odds"
);
_status.event.putTempCache("sha_result", "eff", {
bool: target.hp > num && get.attitude(player, target) > 0,
card: get.translation(card),
eff: eff,
odds: odds,
});
return odds * eff;
},
},
respondSha: true,
skillTagFilter: player => player.countCards("hes") > 1,
},
subSkill: {
effect: {
audio: "olkenshang",
trigger: { player: "useCard2" },
charlotte: true,
group: "rekenshang_after",
direct: true,
filter: function (event, player) {
return (
event.card.storage &&
event.card.storage.olkenshang &&
game.countPlayer(function (current) {
return current != player && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current);
}) >= event.cards.length
);
},
content: function () {
"step 0";
player
.chooseTarget(trigger.cards.length, "是否更改" + get.translation(trigger.card) + "的目标?", "选择" + get.cnNumber(trigger.cards.length) + "名角色作为" + get.translation(trigger.card) + "的目标,覆盖原先存在的目标", function (card, player, target) {
var evt = _status.event.getTrigger();
return target != player && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target);
})
.set("ai", function (target) {
var evt = _status.event.getTrigger();
return get.effect(target, evt.card, evt.player, evt.player);
});
"step 1";
if (result.bool) {
if (player != event.player && !player.isOnline()) game.delayx();
} else event.finish();
"step 2";
var targets = result.targets;
player.logSkill("rekenshang_effect", targets);
trigger.targets.length = 0;
trigger.targets.addArray(targets);
game.log(targets, "成为了", trigger.card, "的新目标");
},
},
after: {
audio: "olkenshang",
trigger: { player: "useCardAfter" },
forced: true,
charlotte: true,
filter: function (event, player) {
if (event.card.name != "sha" || !event.card.storage || !event.card.storage.olkenshang) return false;
var num = 0;
game.countPlayer2(current => {
current.getHistory("damage", evt => {
if (evt.card == event.card) num += evt.num;
});
});
return num < event.cards.length;
},
content: function () {
player.draw();
},
},
},
},
olkenshang: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: [1, Infinity],
check: function (card) {
return 5.5 - get.value(card);
},
position: "hes",
viewAs: {
name: "sha",
storage: { olkenshang: true },
},
onuse: function (links, player) {
player.addTempSkill("olkenshang_effect");
},
ai: {
order: 1,
threaten: 1.1,
effect: {
player_use(card, player, target) {
if (_status._olkenshang_aiChecking || ui.selected.targets.length) return;
if (typeof card != "object" || !card.storage || !card.storage.olkenshang) return false;
_status._olkenshang_aiChecking = true;
var eff = 0;
var targets = game.filterPlayer(current => current != player && player.canUse(card, current, false) && !player.inRange(current));
for (var target of targets) {
eff += get.effect(target, card, player, player);
}
delete _status._olkenshang_aiChecking;
if (eff > 0) return [0, eff / Math.max(0.01, get.attitude(player, player))];
},
},
},
subSkill: {
effect: {
audio: "olkenshang",
trigger: { player: "useCard2" },
charlotte: true,
logTarget: function (event, player) {
return game.filterPlayer(current => current != player && player.canUse(event.card, current, false) && !player.inRange(current));
},
prompt2: "将此牌目标改为攻击范围外的所有其他角色",
group: "olkenshang_after",
check: function (event, player) {
var eff1 = 0,
eff2 = 0;
for (var target of event.targets) {
eff1 += get.effect(target, event.card, event.player, player);
}
var targets = game.filterPlayer(current => current != player && player.canUse(event.card, current, false) && !player.inRange(current));
for (var target of targets) {
eff2 += get.effect(target, event.card, event.player, player);
}
return eff2 > eff1;
},
filter: function (event, player) {
return event.card.name == "sha" && event.card.storage && event.card.storage.olkenshang && event.targets.length && game.filterPlayer(current => current != player && player.canUse(event.card, current, false) && !player.inRange(current)).length;
},
content: function () {
"step 0";
trigger.targets.removeArray(trigger.targets);
var targets = game.filterPlayer(current => current != player && player.canUse(trigger.card, current, false) && !player.inRange(current));
if (targets.length) trigger.targets.addArray(targets);
},
},
after: {
audio: "olkenshang",
trigger: { player: "useCardAfter" },
forced: true,
charlotte: true,
filter: function (event, player) {
if (event.card.name != "sha" || !event.card.storage || !event.card.storage.olkenshang) return false;
var num = 0;
game.countPlayer2(current => {
current.getHistory("damage", evt => {
if (evt.card == event.card) num += evt.num;
});
});
return num > 0;
},
content: function () {
"step 0";
var num = 0,
len = trigger.cards.length;
game.countPlayer2(current => {
current.getHistory("damage", evt => {
if (evt.card == trigger.card) num += evt.num;
});
});
if (len > num) {
player.draw(num);
event.finish();
} else {
var skills = player.getSkills(null, false, false).filter(skill => {
var info = get.info(skill);
if (!info || info.charlotte || get.skillInfoTranslation(skill, player).length == 0) return false;
return true;
});
if (skills.length == 1) event._result = { control: skills[0] };
else
player
.chooseControl(skills)
.set(
"choiceList",
skills.map(i => {
return '【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】
" + get.skillInfoTranslation(i, player) + "
";
})
)
.set("displayIndex", false)
.set("prompt", "垦伤:选择失去一个技能")
.set("ai", () => {
var choices = _status.event.controls.slice();
var negs = choices.filter(i => {
var info = get.info(i);
if (!info || !info.ai) return false;
return info.ai.neg || info.ai.halfneg;
});
if (negs.length) return negs.randomGet();
if (choices.includes("mashu")) return "mashu";
return choices.randomGet();
});
}
"step 1";
player.removeSkills(result.control);
},
},
},
},
//董荼那
oljianman: {
audio: 2,
trigger: { global: "phaseEnd" },
forced: true,
direct: true,
filter: function (event, player) {
var history = game.getGlobalHistory("useCard", evt => {
return get.type(evt.card) == "basic";
});
if (history.length < 2) return false;
var users = history.slice(0, 2).map(i => i.player);
var list = users.filter(user => user == player);
if (list.length == 1) {
var target = users.filter(user => user != player)[0];
return target && target.isIn() && target.countDiscardableCards(player, "he");
}
if (list.length == 2) {
return history.slice(0, 2).some(evt => {
var card = evt.card;
return player.hasUseTarget({
name: card.name,
nature: card.nature,
isCard: true,
});
});
}
return false;
},
content: function () {
"step 0";
var history = game.getGlobalHistory("useCard", evt => {
return get.type(evt.card) == "basic";
});
var list = history
.slice(0, 2)
.map(i => i.player)
.filter(user => user == player);
if (list.length == 1) {
var users = history.slice(0, 2).map(i => i.player);
var target = users.filter(user => user != player)[0];
player.logSkill("oljianman", target);
player.discardPlayerCard(target, "he", true);
event.finish();
} else if (list.length == 2) {
var evts = history.slice(0, 2);
var vcard = [];
for (var evt of evts) {
var card = evt.card;
if (vcard.length && vcard[0][2] == card.name && vcard[0][3] == card.nature) continue;
if (player.hasUseTarget({ name: card.name, nature: card.nature, isCard: true })) {
vcard.push(["基本", "", card.name, card.nature]);
}
}
if (vcard.length == 1) event._result = { bool: true, links: [vcard[0]] };
else {
player.chooseButton(["鹣蛮:视为使用其中一张牌", [vcard, "vcard"]]).set("ai", function (button) {
return _status.event.player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
});
}
} else event.finish();
"step 1";
if (result.bool) {
var card = { name: result.links[0][2], nature: result.links[0][3], isCard: true };
player
.chooseUseTarget(card, true)
.set("logSkill", "oljianman")
.set("prompt", "鹣蛮:选择" + get.translation(card) + "的目标");
}
},
},
//张华
olbihun: {
audio: 2,
trigger: { player: "useCardToPlayer" },
forced: true,
filter: function (event, player) {
return event.isFirstTarget && player.countCards("h") > player.getHandcardLimit() && event.targets.some(target => target != player);
},
//group:'olbihun_give',
content: function () {
if (trigger.targets.length == 1) {
var cards = trigger.cards.filterInD();
if (cards.length) {
game.delayx();
trigger.targets[0].gain(cards, "gain2");
}
}
var targets = trigger.targets.filter(target => target != player);
trigger.targets.removeArray(targets);
trigger.getParent().triggeredTargets1.removeArray(targets);
},
ai: {
threaten: 0.8,
halfneg: true,
effect: {
player_use(card, player, target) {
if ((!card.isCard || !card.cards) && get.itemtype(card) != "card") return;
let cs = 0;
if (
target &&
player != target &&
player.countCards("h", i => {
if (card === i || (card.cards && card.cards.includes(i))) {
cs++;
return false;
}
return true;
}) > player.getHandcardLimit()
) {
let targets = [],
evt = _status.event.getParent("useCard");
targets.addArray(ui.selected.targets);
if (evt && evt.card == card) targets.addArray(evt.targets);
if (targets.length) {
if (targets.length > 1 || !targets.includes(target)) return "zeroplayertarget";
return;
}
let info = get.info(card);
if (!info || info.notarget || !info.filterTarget) return;
let range,
select = get.copy(info.selectTarget),
filter;
if (select === undefined) range = [1, 1];
else if (typeof select === "number") range = [select, select];
else if (get.itemtype(select) === "select") range = select;
else if (typeof select === "function") range = select(card, player);
if (info.singleCard) range = [1, 1];
game.checkMod(card, player, range, "selectTarget", player);
if (range[1] < -1) range = [1, 1];
else if (range[0] < 0) {
if (info.filterTarget === true) filter = game.players.length;
else
filter = game.countPlayer(current => {
return info.filterTarget(card, player, current);
});
range = [filter, filter];
}
if (range && range[0] > 1 && range[1] > 1) return "zeroplayertarget";
return [0, 0, 0, 1];
}
},
},
},
/*subSkill:{
give:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
return event._olbihun&&event._olbihun.isIn()&&event.cards.filterInD().length;
},
forced:true,
popup:false,
content:function(){
trigger._olbihun.gain(trigger.cards.filterInD(),'gain2');
}
}
}*/
},
olchuanwu: {
audio: 2,
trigger: {
player: "damageEnd",
source: "damageSource",
},
forced: true,
filter: function (event, player) {
return player.getAttackRange() > 0;
},
content: function () {
var skills = game.filterSkills(player.getStockSkills(true, true), player);
var num = Math.min(player.getAttackRange(), skills.length);
skills = skills.slice(0, num);
player.disableSkill("olchuanwu", skills);
player.addTempSkill("olchuanwu_restore");
var str = "";
for (var i of skills) {
str += "【" + get.translation(i) + "】、";
player.popup(i);
}
str = str.slice(0, -1);
game.log(player, "的技能", "#g" + str, "失效了");
player.draw(num);
},
subSkill: {
restore: {
charlotte: true,
forced: true,
popup: false,
onremove: function (player) {
player.enableSkill("olchuanwu");
game.log(player, "恢复了技能");
},
},
},
},
oljianhe: {
audio: 2,
enable: "phaseUse",
filterTarget: function (card, player, target) {
return !player.getStorage("oljianhe_chosen").includes(target);
},
filterCard: function (card, player) {
if (ui.selected.cards.length) {
var cardx = ui.selected.cards[0];
if (get.type(cardx) == "equip") return get.type(card) == "equip";
return get.name(card) == get.name(cardx);
}
var cards = player.getCards("he");
for (var cardx of cards) {
if (card != cardx) {
if (get.type(cardx) == "equip" && get.type(card) == "equip") return true;
if (get.name(card) == get.name(cardx)) return true;
}
}
return false;
},
selectCard: [2, Infinity],
position: "he",
complexCard: true,
discard: false,
visible: true,
prepare: "throw",
loseTo: "discardPile",
delay: 0.5,
check: function (card) {
if (get.type(card) == "equip") return 15 - get.value(card);
return 7 - get.value(card);
},
content: function () {
"step 0";
player.draw(cards.length);
player.addTempSkill("oljianhe_chosen", "phaseUseAfter");
player.markAuto("oljianhe_chosen", [target]);
"step 1";
var type = get.type2(cards[0]);
target
.chooseCard(get.translation(player) + "对你发动了【剑合】", "请重铸" + get.cnNumber(cards.length) + "张" + get.translation(type) + "牌,或点“取消”受到1点雷电伤害", cards.length, "he", (card, player) => {
return get.type2(card) == _status.event.type && player.canRecast(card);
})
.set("ai", card => {
if (_status.event.goon) return (get.type(card) == "equip" ? 15 : 7) - get.value(card);
return 0;
})
.set("type", type)
.set("goon", get.damageEffect(target, player, target, "thunder") < 0);
"step 2";
if (result.bool) {
target.recast(result.cards);
} else {
target.damage(player, "thunder");
}
"step 3";
game.delayx();
},
ai: {
order: function (item, player) {
if (player.hasSkill("olbihun") && player.countCards("h") > player.getHandcardLimit()) return 11;
return 4;
},
threaten: 2.4,
expose: 0.1,
result: {
target: function (player, target) {
var cards = ui.selected.cards,
type = get.type2(cards[0]);
if (
target.countCards("he", card => {
return get.type(card) == type && get.value(card) <= 5;
}) >= cards.length
)
return 1;
return -1;
},
},
},
subSkill: {
chosen: {
charlotte: true,
onremove: true,
intro: { content: "本阶段已对$发动过技能" },
},
},
},
//屈晃
olqiejian: {
audio: 2,
trigger: {
global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
direct: true,
filter: function (event, player) {
return game.hasPlayer(current => {
if (current.countCards("h")) return false;
var evt = event.getl(current);
return evt && evt.hs && evt.hs.length && !player.getStorage("olqiejian_ban").includes(current);
});
},
content: function () {
"step 0";
event.targets = game
.filterPlayer(current => {
if (current.countCards("h")) return false;
var evt = trigger.getl(current);
return evt && evt.hs && evt.hs.length && !player.getStorage("olqiejian_ban").includes(current);
})
.sortBySeat(_status.currentPhase);
"step 1";
var target = targets.shift();
event.target = target;
if (target.isIn()) {
player
.chooseBool(get.prompt2("olqiejian", target))
.set("ai", () => {
return _status.event.bool;
})
.set(
"bool",
get.attitude(player, target) > 0 ||
target.hasCard(card => {
return get.value(card, target) * get.sgnAttitude(player, target) < -6;
}, "ej")
);
} else event.goto(5);
"step 2";
if (result.bool) {
player.logSkill("olqiejian", target);
player.draw("nodelay");
target.draw();
} else event.goto(5);
"step 3";
player
.chooseTarget("切谏:选择一名角色", "弃置你或其场上的一张牌;或点击“取消”令你于本轮不能再对其发动此技能", (card, player, target) => {
return (target == player || target == _status.event.getParent().target) && target.countDiscardableCards(player, "ej") > 0;
})
.set("ai", target => {
var sign = get.sgnAttitude(_status.event.player, target);
return (
6 -
target
.getCards("ej")
.map(i => {
var val = 0;
if (get.position(i) == "e") val = get.value(i, target);
else {
val = get.effect(
player,
{
name: i.viewAs || i.name,
cards: [i],
},
target,
target
);
}
return sign * val;
})
.sort((a, b) => a - b)[0]
);
});
"step 4";
if (result.bool) {
var targetx = result.targets[0];
player.discardPlayerCard(targetx, "ej", true);
} else {
player.addTempSkill("olqiejian_ban", "roundStart");
player.markAuto("olqiejian_ban", [target]);
}
"step 5";
if (targets.length) event.goto(1);
},
subSkill: {
ban: {
onremove: true,
charlotte: true,
intro: {
content: "本轮不能再对$发动〖切谏〗",
},
},
},
},
olnishou: {
audio: 2,
trigger: {
player: "loseAfter",
global: ["loseAsyncAfter", "equipAfter"],
},
forced: true,
filter: function (event, player) {
var phaseName;
for (var name of lib.phaseName) {
var evt = event.getParent(name);
if (!evt || evt.name != name) continue;
phaseName = name;
}
var cards = event.getd(player, "es");
return (
cards.length &&
(cards.some(card => {
if (get.position(card, true) != "d") return false;
return player.hasUseTarget(get.autoViewAs({ name: "shandian" }, [card]));
}) ||
(phaseName && !player.hasSkill("olnishou_swap")))
);
},
direct: true,
content: function () {
"step 0";
var cards = trigger.getd(player, "es");
var choices = [];
var choiceList = ["将" + (cards.length ? get.translation(cards[0]) : "这些牌中第一张能当【闪电】对你使用的牌") + "当【闪电】使用", "本阶段结束时,你与一名手牌数最少的角色交换手牌"];
cards = cards.filter(card => {
if (get.position(card, true) != "d") return false;
return player.hasUseTarget(get.autoViewAs({ name: "shandian" }, [card]));
});
event.cards = cards;
var phaseName;
for (var name of lib.phaseName) {
var evt = trigger.getParent(name);
if (!evt || evt.name != name) continue;
phaseName = name;
}
if (cards.length) choices.push("选项一");
else choiceList[0] = '' + choiceList[0] + "";
if (phaseName && !player.hasSkill("olnishou_swap")) choices.push("选项二");
else choiceList[1] = '' + choiceList[1] + "";
event.phaseName = phaseName;
if (!choices.length) event.finish();
else
player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("prompt", "泥首:选择一项")
.set("ai", () => 0);
"step 1";
player.logSkill("olnishou");
game.log(player, "选择了", "#y" + result.control);
if (result.control == "选项一") {
var card = cards[0];
player.chooseUseTarget({ name: "shandian" }, [card], true);
} else {
var name = event.phaseName;
player.storage.olnishou_swap = name;
player.addTempSkill("olnishou_swap", name + "After");
}
},
ai: {
halfneg: true,
},
subSkill: {
swap: {
audio: "olnishou",
charlotte: true,
forced: true,
direct: true,
onremove: true,
trigger: {
global: ["phaseZhunbeiEnd", "phaseJudgeEnd", "phaseDrawEnd", "phaseUseEnd", "phaseDiscardEnd", "phaseJieshuEnd"],
},
content: function () {
"step 0";
if (trigger.name != player.storage.olnishou_swap || !event.player.isIn()) {
player.removeSkill("olnishou_swap");
event.finish();
return;
}
player.chooseTarget("泥首:与一名手牌数最少的角色交换手牌", true, (card, player, target) => {
return target.isMinHandcard();
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("olnishou_swap", target);
if (target != player) {
player.swapHandcards(target);
}
}
"step 2";
player.removeSkill("olnishou_swap");
},
},
},
},
//马承
olchenglie: {
audio: 2,
trigger: { player: "useCard2" },
filter: function (event, player) {
if (event.card.name != "sha") return false;
return game.hasPlayer(function (current) {
return !event.targets.includes(current) && player.canUse(event.card, current);
});
},
direct: true,
shaRelated: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("olchenglie"), "为" + get.translation(trigger.card) + "多指定至多两个目标,并发动后续效果", [1, 2], (card, player, target) => {
var evt = _status.event.getTrigger();
return !evt.targets.includes(target) && player.canUse(evt.card, target);
})
.set("ai", function (target) {
var player = _status.event.player,
evt = _status.event.getTrigger();
return get.effect(target, evt.card, player, player);
});
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else event.finish();
"step 2";
player.logSkill("olchenglie", targets);
trigger.targets.addArray(targets);
var targets = trigger.targets;
event.targets = targets;
event.given = [];
var cards = get.cards(targets.length);
event.cards = cards.slice();
player.showCards(event.cards, get.translation(player) + "发动了【骋烈】");
while (cards.length) ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild);
"step 3";
game.updateRoundNumber();
var hs = player.getCards("h");
var next = player.chooseToMove("骋烈:是否交换一张牌?");
next.set("list", [
["〖骋烈〗展示", event.cards, "olchenglie"],
["你的手牌", hs],
]);
next.set("filterMove", function (from, to, moved) {
if (typeof to == "number") return false;
var player = _status.event.player;
var hs = player.getCards("h");
var changed = hs.filter(function (card) {
return !moved[1].includes(card);
});
var changed2 = moved[1].filter(function (card) {
return !hs.includes(card);
});
if (changed.length < 1) return true;
var pos1 = moved[0].includes(from.link) ? 0 : 1,
pos2 = moved[0].includes(to.link) ? 0 : 1;
if (pos1 == pos2) return true;
if (pos1 == 0) {
if (changed.includes(from.link)) return true;
return changed2.includes(to.link);
}
if (changed2.includes(from.link)) return true;
return changed.includes(to.link);
});
next.set("processAI", function (list) {
var cards1 = list[0][1].slice(),
cards2 = list[1][1].slice();
var card1 = cards1.sort((a, b) => get.value(b) - get.value(a))[0];
var card2 = cards2.sort((a, b) => get.value(a) - get.value(b))[0];
if (card1 && card2 && get.value(card1) > get.value(card2)) {
cards1.remove(card1);
cards2.remove(card2);
cards1.push(card2);
cards2.push(card1);
}
return [cards1, cards2];
});
"step 4";
var moved = result.moved;
var hs = player.getCards("h"),
ts = event.cards;
var card1, card2;
for (var i of moved[0]) {
if (!ts.includes(i)) card1 = i;
}
for (var i of moved[1]) {
if (!hs.includes(i)) card2 = i;
}
if (card1 && card2) {
player.$throw(1, 1000);
event.cards.forEach((i, ind, arr) => {
if (i == card2) arr[ind] = card1;
});
player
.lose(card1, ui.cardPile)
.set("insert_index", event => event.cardx)
.set("cardx", card2);
player.gain(card2, "draw");
game.log(player, "交换了一张牌");
}
"step 5";
game.cardsGotoOrdering(event.cards);
"step 6";
if (event.cards.length == 1) event._result = { bool: true, links: event.cards };
else player.chooseButton(["骋烈:将这些牌置于目标角色的武将牌上", event.cards], true);
game.updateRoundNumber();
"step 7";
if (result.bool) {
var card = result.links[0];
event.card = card;
player
.chooseTarget("将" + get.translation(card) + "置于一名目标角色的武将牌上", true, (card, player, target) => {
return _status.event.getTrigger().targets.includes(target) && !_status.event.getParent().given.includes(target);
})
.set("ai", target => {
var color = _status.event.color,
player = _status.event.player;
var evt = _status.event.getTrigger();
if (color == "red") {
var eff = get.effect(target, evt.card, player, target),
att = get.attitude(player, target);
if (eff >= 0 && att < 0) return -1;
if (eff < 0 && att < 0 && target.hasCard(card => ["shan", "caochuan"].includes(get.name(card)), "hs")) return 10;
}
return 1;
})
.set("color", get.color(card));
} else event.finish();
"step 8";
if (result.bool) {
var target = result.targets[0];
player.line(target);
event.given.push(target);
target.addToExpansion(card).gaintag.add("olchenglie");
player.addTempSkill("olchenglie_effect", "phaseUseAfter");
if (!trigger.card.storage) trigger.card.storage = {};
trigger.card.storage.olchenglie = player;
target.storage.olchenglie_viewer = player;
event.cards.remove(card);
var cardx = player == game.me || player.isUnderControl() ? card : 1;
player.$give(cardx, target, false);
} else event.finish();
"step 9";
if (event.cards.length) event.goto(6);
else if (!event.isMine() && !event.isOnline()) game.delayx();
},
marktext: "骋",
intro: {
markcount: "expansion",
mark: function (dialog, content, player) {
var content = player.getExpansions("olchenglie");
if (content && content.length) {
if (game.me == player.storage.olchenglie_viewer) {
dialog.addAuto(content);
} else {
return "有" + get.cnNumber(content.length) + "张扣置的“骋烈”牌";
}
}
},
content: function (content, player) {
var content = player.getExpansions("olchenglie");
if (content && content.length) {
if (game.me == player.storage.olchenglie_viewer) {
return get.translation(content);
}
return "有" + get.cnNumber(content.length) + "张扣置的“骋烈”牌";
}
},
},
subSkill: {
effect: {
trigger: { global: "useCardAfter" },
forced: true,
charlotte: true,
forceDie: true,
popup: false,
filter: function (event, player) {
return event.card.storage && event.card.storage.olchenglie;
},
content: function () {
"step 0";
var targets = game
.filterPlayer(current => {
var cards = current.getExpansions("olchenglie");
return cards.some(i => get.color(i, false) == "red");
})
.sortBySeat();
event.targets = targets;
var togive = trigger.card.storage.olchenglie;
event.togive = togive;
if (!targets.length || !togive.isIn()) event.goto(3);
"step 1";
var target = event.targets.shift();
event.target = target;
player.line(target);
if (
target.hasHistory("useCard", evt => {
return evt.respondTo && evt.respondTo[1] == trigger.card;
})
) {
if (target.countCards("he")) target.chooseCard("骋烈:交给" + get.translation(event.togive) + "一张牌", true, "he");
} else {
target.recover();
}
"step 2";
if (result.bool) {
target.give(result.cards, event.togive);
}
if (targets.length) event.goto(1);
"step 3";
game.filterPlayer(current => {
var cards = current.getExpansions("olchenglie");
return cards.length;
}).forEach(i => {
i.loseToDiscardpile(i.getExpansions("olchenglie"));
delete i.storage.olchenglie_viewer;
});
},
},
},
},
//新贺齐
olqizhou: {
audio: "qizhou",
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", "phaseBefore"],
},
forced: true,
onremove: true,
filter: function (event, player) {
if (event.name != "phase" && (event.name != "equip" || event.player != player)) {
var evt = event.getl(player);
if (!evt || !evt.es || !evt.es.length) return false;
}
var num = player.countMark("olqizhou");
return lib.skill.olqizhou.getSuitNum(player) != num;
},
content: function () {
lib.skill.olqizhou.applyChange(player);
},
getSuitNum: function (player) {
var suits = [],
es = player.getCards("e");
for (var i of es) suits.add(get.suit(i, player));
return Math.min(4, suits.length);
},
applyChange: function (player) {
player.removeAdditionalSkill("olqizhou");
var num = lib.skill.olqizhou.getSuitNum(player);
player.storage.olqizhou = num;
if (num > 0) player.addAdditionalSkill("olqizhou", lib.skill.olqizhou.derivation.slice(0, num));
},
derivation: ["reduanbing", "reyingzi", "fenwei", "lanjiang"],
},
duanbing_heqi: { audio: 1 },
reyingzi_heqi: { audio: 1 },
fenwei_heqi: { audio: 1 },
lanjiang_heqi: { audio: 1 },
olshanxi: {
audio: "shanxi",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("e") < 5 && game.hasPlayer(current => lib.skill.olshanxi.filterTarget(null, player, current));
},
filterTarget: function (card, player, target) {
return target != player && player.countCards("h") + target.countCards("h") > 0 && !player.inRangeOf(target);
},
content: function () {
"step 0";
var cards1 = player.getCards("h"),
cards2 = target.getCards("h");
var num = 5 - player.countCards("e");
var dialog = ["闪袭:选择展示至多" + get.cnNumber(num) + "张牌"];
if (cards1.length > 0) {
dialog.push('你的手牌
');
dialog.push(cards1);
}
if (cards2.length > 0) {
dialog.push('' + get.translation(target) + "的手牌
");
if (player.hasSkillTag("viewHandcard", null, target, true)) dialog.push(cards2);
else dialog.push([cards2.randomSort(), "blank"]);
}
player.chooseButton(dialog, [1, num], true).set("ai", function (button) {
var player = _status.event.player,
target = _status.event.getParent().target;
var card = button.link,
cards = ui.selected.buttons.map(button => button.link);
var hs = player.getCards("h"),
discard = false;
for (var i of cards) {
if (hs.includes(i)) {
discard = true;
break;
}
}
if (hs.includes(card)) {
if (discard || get.name(card) != "shan") return 0;
if (target.hasCard(card => get.value(card, target) > 5, "e")) return 2;
return 0;
}
if (
discard &&
!target.hasCard(function (cardx) {
return cardx != card && !cards.includes(cardx) && get.value(cardx, target) > 0;
}, "he")
)
return 0;
return 1 + Math.random();
});
"step 1";
if (result.bool) {
event.cards = result.links;
var list1 = [],
list2 = [];
var hs = player.getCards("h");
for (var card of result.links) {
if (hs.includes(card)) {
list1.push(card);
} else {
list2.push(card);
}
}
event.list1 = list1;
event.list2 = list2;
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, target, list1, list2, id) {
var dialog = ui.create.dialog(player + "对" + target + "发动了【闪袭】");
dialog.videoId = id;
if (list1.length > 0) {
dialog.add('' + player + "展示的牌
");
dialog.add(list1);
}
if (list2.length > 0) {
dialog.add('' + target + "被展示的牌
");
dialog.add(list2);
}
},
get.translation(player),
get.translation(target),
list1,
list2,
event.videoId
);
game.delay(4);
} else event.finish();
"step 2";
game.broadcastAll("closeDialog", event.videoId);
var list1 = event.list1.filter(card => get.name(card, player) == "shan");
var list2 = event.list2.filter(card => get.name(card, target) == "shan");
if (list1.length && list2.length) {
game.loseAsync({
lose_list: [
[player, list1],
[target, list2],
],
discarder: player,
}).setContent("discardMultiple");
} else if (list2.length) {
target.discard(list2);
} else if (list1.length) player.discard(list1);
else event.finish();
"step 3";
if (
target.hasCard(function (card) {
return !cards.includes(card) && lib.filter.canBeGained(card, player, target);
}, "he")
)
player
.gainPlayerCard(target, true, "he")
.set("filterButton", function (button) {
return !_status.event.cards.includes(button.link);
})
.set("cards", cards);
},
ai: {
order: 14,
result: {
target: function (player, target) {
return -target.countCards("h");
},
},
},
},
//刘巴
oltongduo: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("oltongduo"), function (card, player, target) {
return target != player && target.countCards("h") > 0;
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att > 0) return Math.sqrt(att) / 10;
return 5 - att;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("oltongduo", target);
target.chooseCard("h", true, "统度:将一张手牌交给" + get.translation(player) + ",然后其于此阶段结束时将此牌置于牌堆顶");
} else {
event.finish();
}
"step 2";
if (result.bool) {
player.addTempSkill("oltongduo_put");
event.target.give(result.cards, player, true).gaintag.add("oltongduo");
}
},
subSkill: {
put: {
trigger: { player: "phaseUseEnd" },
charlotte: true,
forced: true,
filter: function (event, player) {
return player.hasCard(card => card.hasGaintag("oltongduo"), "h");
},
content: function () {
var cards = player.getCards("h", card => card.hasGaintag("oltongduo"));
player.lose(cards, ui.cardPile, "insert");
game.log(player, "将", get.cnNumber(cards.length) + "张牌", "置于牌堆顶");
game.broadcastAll(function (player) {
var cardx = ui.create.card();
cardx.classList.add("infohidden");
cardx.classList.add("infoflip");
player.$throw(cardx, 1000, "nobroadcast");
}, player);
},
onremove: function (player) {
player.removeGaintag("oltongduo");
},
},
},
},
olzhubi: {
audio: 2,
enable: "phaseUse",
group: "olzhubi_replace",
filter: function (event, player) {
return (player.getStat("skill").olzhubi || 0) < player.maxHp;
},
filterTarget: function (card, player, target) {
return target.countCards("he") > 0;
},
content: function () {
"step 0";
target.chooseCard("he", true, "铸币:请重铸一张牌", lib.filter.cardRecastable);
"step 1";
if (result.bool) {
target.recast(result.cards, null, player => (player.draw().set("log", false).gaintag = ["olzhubi_tag"]));
}
},
ai: {
order: 6,
result: {
target: function (player, target) {
if (target.hasCard(card => card.hasGaintag("olzhubi_tag"), "h")) return 0.5;
return 1;
},
},
},
subSkill: {
replace: {
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return event.player.hasCard(card => card.hasGaintag("olzhubi_tag"), "h");
},
forced: true,
locked: false,
logTarget: "player",
content: function () {
"step 0";
var cards = get.bottomCards(5);
event.cards2 = cards;
game.cardsGotoOrdering(cards);
var player = trigger.player;
var next = player.chooseToMove("铸币:用任意“币”交换牌堆底等量张牌");
var hs = player.getCards("h", card => card.hasGaintag("olzhubi_tag"));
next.set("filterMove", function (from, to) {
return typeof to != "number";
});
next.set("list", [
["牌堆底", cards],
["你的手牌", hs, "olzhubi_tag"],
]);
next.set("processAI", function (list) {
var all = list[0][1].concat(list[1][1]),
cards = all.slice(0);
var num = _status.event.num;
cards.sort(function (a, b) {
return get.value(b) - get.value(a);
});
return [cards.slice(num), cards.slice(0, num)];
});
next.set("num", hs.length);
"step 1";
if (result.bool) {
event.forceDie = true;
var cards = result.moved[0];
event.cards = cards;
var player = trigger.player;
var hs = player.getCards("h");
var lose = [],
gain = event.cards2;
for (var i of cards) {
if (hs.includes(i)) lose.push(i);
else gain.remove(i);
}
if (lose.length) player.lose(lose, ui.cardPile);
if (gain.length) player.gain(gain, "draw");
} else event.finish();
"step 2";
for (var i of cards) {
if (!"hejsdx".includes(get.position(i, true))) {
i.fix();
ui.cardPile.appendChild(i);
}
}
game.updateRoundNumber();
},
},
},
},
//傅肜
olxiaosi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target.countCards("h") > 0 && player != target;
},
filterCard: function (card, player, target) {
return get.type(card) == "basic";
},
check: function (card) {
var player = _status.event.player;
if (player.hasValueTarget(card)) return 10 - get.value(card);
return 0.1;
},
content: function () {
"step 0";
if (
target.countCards("h", card => {
return get.type(card) == "basic" && lib.filter.cardDiscardable(card, target, "olxiaosi");
}) == 0
)
event.draw = true;
else {
target.chooseToDiscard("h", true, "效死:弃置一张基本牌", { type: "basic" });
}
"step 1";
var cards2 = cards.slice(0);
if (result.bool) {
cards2 = cards2.addArray(result.cards);
}
event.cards2 = cards2;
"step 2";
var cardsx = event.cards2.filter(i => get.position(i, true) == "d" && player.hasUseTarget(i, false));
if (!cardsx.length) event.goto(5);
else
player
.chooseButton(["效死:是否使用其中的一张牌?", cardsx])
.set("filterButton", button => {
return _status.event.player.hasUseTarget(button.link, false);
})
.set("ai", button => {
if (button.link.name == "jiu") return 10;
return _status.event.player.getUseValue(button.link);
});
"step 3";
if (result.bool) {
var card = result.links[0];
event.cards2.remove(card);
player.$gain2(card, false);
game.delayx();
player.chooseUseTarget(true, card, false, "nodistance");
} else event.goto(5);
"step 4";
if (event.cards2.filter(i => get.position(i, true) == "d" && player.hasUseTarget(i, false)).length) event.goto(2);
"step 5";
if (event.draw) player.draw();
},
ai: {
order: 4.5,
result: {
player: 1,
target: -1,
},
},
},
//阿会喃
jueman: {
audio: 2,
trigger: { global: "phaseEnd" },
forced: true,
direct: true,
filter: function (event, player) {
var history = game.getGlobalHistory("useCard", evt => {
return get.type(evt.card) == "basic";
});
if (history.length < 2) return false;
var users = history.slice(0, 2).map(i => i.player);
var list = users.filter(user => user == player);
if (list.length == 1) return true;
if (list.length == 0) {
var evtx = history[2];
if (evtx) {
var name = evtx.card.name,
nature = evtx.card.nature;
if (evtx && player.hasUseTarget({ name: name, nature: nature, isCard: true })) return true;
}
}
return false;
},
content: function () {
"step 0";
var history = game.getGlobalHistory("useCard", evt => {
return get.type(evt.card) == "basic";
});
var list = history
.slice(0, 2)
.map(i => i.player)
.filter(user => user == player);
if (list.length == 1) {
player.logSkill("jueman");
player.draw();
} else if (list.length == 0) {
var evtx = history[2],
name = evtx.card.name,
nature = evtx.card.nature;
player.chooseUseTarget({ name: name, nature: nature, isCard: true }, true).set("logSkill", "jueman");
}
},
},
//张芝
olbixin: {
audio: 2,
trigger: {
global: ["phaseZhunbeiBegin", "phaseJieshuBegin"],
},
direct: true,
onremove: ["olbixin", "olbixin_basic", "olbixin_trick", "olbixin_equip"],
group: "olbixin_full",
map: { 基本: "basic", 锦囊: "trick", 装备: "equip" },
filter: function (event, player) {
var count = player.countMark("olbixin");
if (count > 0 && event.player != player) return false;
if (count > 1 && event.name == "phaseZhunbei") return false;
if (count > 2) return false;
var num = count >= 3 ? 3 : 1;
var types = ["basic", "trick", "equip"].filter(type => {
return player.countMark("olbixin_" + type) < num;
});
if (!types.length) return false;
return lib.skill.olbixin.getList(player).length > 0;
},
getList: function (player, event) {
var natures = lib.inpile_nature.slice(0),
used = [];
var history = player.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
var info = history[i];
for (var evt of info.useCard) {
var name = evt.card.name;
if (get.type(name) != "basic") continue;
if (name == "sha") {
if (evt.card.nature) natures.remove(evt.card.nature);
else used.push(name);
} else used.push(name);
}
if (info.isRound) break;
}
var vcards = [];
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
if (!event) {
if (name == "sha") {
if (!used.includes("sha") && player.hasUseTarget({ name: "sha" })) vcards.push(["基本", "", "sha"]);
for (var nature of natures) {
if (player.hasUseTarget({ name: "sha", nature: nature })) vcards.push(["基本", "", "sha", nature]);
}
} else if (!used.includes(name) && player.hasUseTarget({ name: name })) vcards.push(["基本", "", name]);
} else {
if (name == "sha") {
if (!used.includes("sha") && event.filterCard({ name: "sha" }, player, event)) vcards.push(["基本", "", "sha"]);
for (var nature of natures) {
if (event.filterCard({ name: "sha", nature: nature }, player, event)) vcards.push(["基本", "", "sha", nature]);
}
} else if (!used.includes(name) && event.filterCard({ name: name }, player, event)) vcards.push(["基本", "", name]);
}
}
return vcards;
},
content: function () {
"step 0";
var types = ["basic", "trick", "equip"];
var list = lib.skill.olbixin.getList(player);
if (list.length) {
var dialog = ["###" + get.prompt("olbixin") + '###摸' + get.cnNumber(player.countMark("olbixin") >= 3 ? 1 : 3) + "张牌,然后将所有指定类型的手牌当一张基本牌使用
"];
dialog.push([types.map(i => get.translation(i)), "tdnodes"]);
dialog.push([list, "vcard"]);
player
.chooseButton(dialog, 2)
.set("filterButton", button => {
var player = _status.event.player,
count = player.countMark("olbixin"),
num = count >= 3 ? 3 : 1;
var type = typeof button.link;
if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link) return false;
if (type == "string" && player.countMark("olbixin_" + lib.skill.olbixin.map[button.link]) >= num) return false;
if (type != "string" && !player.hasUseTarget({ name: button.link[2], nature: button.link[3] })) return false;
return true;
})
.set("ai", button => {
var list = _status.event.list;
var type = typeof button.link;
if (type == "string") return (1.2 - list.indexOf(lib.skill.olbixin.map[button.link])) * 10;
return _status.event.player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
})
.set(
"list",
types
.map(i => [
i,
player
.getCards("h", { type: i })
.map(i => get.value(i))
.reduce((p, c) => p + c, 0),
])
.sort((a, b) => a[1] - b[1])
.map(i => i[0])
);
} else event.finish();
"step 1";
if (result.bool) {
if (typeof result.links[0] != "string") result.links.reverse();
var type = result.links[0],
name = result.links[1][2],
nature = result.links[1][3];
player.logSkill("olbixin");
game.log(player, "声明了", type + "牌");
type = lib.skill.olbixin.map[type];
event.type = type;
event.card = { name: name, nature: nature };
player.addMark("olbixin_" + type, 1, false);
player.draw(player.countMark("olbixin") >= 3 ? 1 : 3);
game.delayx();
} else event.finish();
"step 2";
if (player.hasCard(card => get.type2(card) == event.type, "h")) {
var cards = player.getCards("h", card => get.type2(card) == event.type);
var cardx = get.autoViewAs(card, cards);
if (player.hasUseTarget(cardx, true, false)) {
player.chooseUseTarget(cardx, cards, true, false).set("prompt", "选择" + get.translation(cardx) + "(" + get.translation(cards) + ")的目标");
}
}
},
subSkill: {
full: {
enable: "chooseToUse",
filter: function (event, player) {
if (event.olbixin) return false;
var count = player.countMark("olbixin");
if (count <= 2) return false;
var num = count >= 3 ? 3 : 1;
var types = ["basic", "trick", "equip"].filter(type => {
return player.countMark("olbixin_" + type) < num;
});
if (!types.length) return false;
return lib.skill.olbixin.getList(player, event).length > 0;
},
prompt: "你可以声明一种牌的类型(每种类型限三次),并选择一种你本轮未使用过且有合法目标的的基本牌。你摸一张牌,然后若你有此类型的手牌,你将所有此类型的手牌当此基本牌使用。",
chooseButton: {
dialog: function (event, player) {
var list = lib.skill.olbixin.getList(player, event);
var types = ["basic", "trick", "equip"];
return ui.create.dialog('###笔心###摸一张牌,然后将所有指定类型的手牌当一张基本牌使用
', [types.map(i => get.translation(i)), "tdnodes"], [list, "vcard"]);
},
filter: function (button, player) {
var player = _status.event.player,
count = player.countMark("olbixin"),
num = count >= 3 ? 3 : 1;
var type = typeof button.link;
if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link) return false;
if (type == "string" && player.countMark("olbixin_" + lib.skill.olbixin.map[button.link]) >= num) return false;
if (type != "string" && !_status.event.getParent().filterCard({ name: button.link[2], nature: button.link[3] }, player, _status.event.getParent())) return false;
return true;
},
select: 2,
check: function (button) {
var types = ["basic", "trick", "equip"];
var type = typeof button.link;
var player = _status.event.player;
var list = types
.map(i => [
i,
player
.getCards("h", { type: i })
.map(i => get.value(i))
.reduce((p, c) => p + c, 0),
])
.sort((a, b) => a[1] - b[1])
.map(i => i[0]);
if (type == "string") return (1.2 - list.indexOf(button.link) + Math.sqrt(3 - player.countMark("olbixin_" + lib.skill.olbixin.map[button.link]))) * 10;
if (_status.event.getParent().type != "phase") return 1;
return player.getUseValue({ name: button.link[2], nature: button.link[3] });
},
backup: function (links, player) {
if (typeof links[0] != "string") links.reverse();
return {
popname: true,
position: "h",
filterCard: () => false,
selectCard: -1,
type: lib.skill.olbixin.map[links[0]],
viewAs: { name: links[1][2], nature: links[1][3] },
precontent: function () {
"step 0";
player.logSkill("olbixin");
var type = lib.skill.olbixin_full_backup.type;
game.log(player, "声明了", type, "牌");
delete event.result.skill;
player.addMark("olbixin_" + type, 1, false);
player.draw(player.countMark("olbixin") >= 3 ? 1 : 3);
"step 1";
var cards = player.getCards("h", card => get.type2(card) == lib.skill.olbixin_full_backup.type);
var cardsx = cards.filter(i => game.checkMod(i, player, "unchanged", "cardEnabled2", player) !== false);
if (cardsx.length && cardsx.length == cards.length) {
event.result.cards = cards;
game.delayx();
} else {
event.cancel();
// event.getParent().set('olbixin',true);
event.getParent().goto(0);
delete event.getParent().openskilldialog;
}
},
};
},
prompt: function (links, player) {
return "摸一张牌,然后将所有" + get.translation(links[0]) + "牌当做" + (get.translation(links[1][3]) || "") + get.translation(links[1][2]) + "使用";
},
},
hiddenCard: function (player, name) {
var count = player.countMark("olbixin");
if (!lib.inpile.includes(name) || get.type(name) != "basic" || count < 3) return false;
var types = ["basic", "trick", "equip"].filter(type => {
return player.countMark("olbixin_" + type) < 3;
});
return types.length;
},
ai: {
fireAttack: true,
respondSha: true,
respondShan: true,
skillTagFilter: function (player) {
var count = player.countMark("olbixin");
if (count < 3) return;
var types = ["basic", "trick", "equip"].filter(type => {
return player.countMark("olbixin_" + type) < 3;
});
if (types.length) return true;
},
order: 1,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
},
full_backup: {},
},
},
olximo: {
audio: 3,
trigger: { player: "logSkill" },
derivation: "olfeibai",
filter: function (event, player) {
return event.skill == "olbixin" && player.countMark("olbixin") < 3;
},
forced: true,
content: function () {
player.addMark("olbixin", 1, false);
game.log(player, "删除了", "#g【笔心】", "描述的前五个字符");
if (player.countMark("olbixin") == 3) {
game.log(player, "交换了", "#g【笔心】", "方括号中的两个数字");
//player.removeSkill('olximo');
//game.log(player,'失去了技能','#g【洗墨】');
player.changeSkills(["olfeibai"], ["olximo"]);
}
},
ai: {
combo: "olbixin",
},
},
olfeibai: {
audio: 2,
trigger: {
source: "damageBegin1",
player: "recoverBegin",
},
filter: function (event, player) {
var storage = player.storage.olfeibai;
var evt = event.getParent(),
card = event.card;
if (evt.player != player || !card) return false;
if (storage && event.name == "recover") {
return get.color(card) != "red";
}
if (!storage && event.name == "damage") {
return get.color(card) != "black";
}
return false;
},
content: function () {
player.changeZhuanhuanji("olfeibai");
trigger.num++;
},
zhuanhuanji: true,
forced: true,
mark: true,
marktext: "☯",
intro: {
content: function (storage, player) {
if (storage) return "转换技。当你因执行你使用的非红色牌的效果而回复体力时,此回复值+1。";
return "转换技。当你因执行你使用的非黑色牌的效果而造成伤害时,此伤害值+1。";
},
},
},
//新诸葛瑾
olhuanshi: {
audio: "huanshi",
trigger: { global: "judge" },
filter: function (event, player) {
return player.countCards("h") > 0;
},
logTarget: "player",
prompt2: function (event, player) {
var str = get.translation(event.player) + "的" + event.judgestr + "判定为" + get.translation(event.player.judging[0]) + "。你可以令其观看你的牌,其选择一张牌进行改判。";
if (!player.hasSkill("olhuanshi_mark", null, null, false)) str += "然后你可以重铸任意张牌。";
return str;
},
check: function (event, player) {
if (get.attitude(player, event.player) <= 0) return false;
var cards = player.getCards("he");
var judge = event.judge(event.player.judging[0]);
for (var i = 0; i < cards.length; i++) {
var judge2 = event.judge(cards[i]);
if (judge2 > judge) return true;
if (_status.currentPhase != player && judge2 == judge && get.color(cards[i]) == "red" && get.useful(cards[i]) < 5) return true;
}
return false;
},
content: function () {
"step 0";
var target = trigger.player;
var judge = trigger.judge(target.judging[0]);
var attitude = get.attitude(target, player);
target
.choosePlayerCard("请选择代替判定的牌", "he", "visible", true, player)
.set("ai", function (button) {
var card = button.link;
var judge = _status.event.judge;
var attitude = _status.event.attitude;
var result = trigger.judge(card) - judge;
var player = _status.event.player;
if (result > 0) {
return 20 + result;
}
if (result == 0) {
if (_status.currentPhase == player) return 0;
if (attitude >= 0) {
return get.color(card) == "red" ? 7 : 0 - get.value(card);
} else {
return get.color(card) == "black" ? 10 : 0 + get.value(card);
}
}
if (attitude >= 0) {
return get.color(card) == "red" ? 0 : -10 + result;
} else {
return get.color(card) == "black" ? 0 : -10 + result;
}
})
.set("filterButton", function (button) {
var player = _status.event.target;
var card = button.link;
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
})
.set("judge", judge)
.set("attitude", attitude);
"step 1";
if (result.bool) {
event.card = result.links[0];
player.respond(event.card, "highlight", "noOrdering").nopopup = true;
} else {
event.finish();
}
"step 2";
if (result.bool) {
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0] = event.card;
trigger.orderingCards.add(event.card);
game.log(trigger.player, "的判定牌改为", event.card);
game.delay(2);
}
if (!player.countCards("h") || player.hasSkill("olhuanshi_mark", null, null, false)) event.finish();
"step 3";
player.chooseCard("是否重铸任意张手牌?", "操作提示:选择要重铸的牌并点击“确定”", [1, player.countCards("h")], lib.filter.cardRecastable).set("ai", function (card) {
var player = _status.event.player,
cards = ui.selected.cards;
if (!player.hasSkill("olmingzhe")) return 5 - get.value(card);
for (var i of cards) {
if (get.color(i, player) == "red") return 5 - get.value(card);
}
return 7.5 - get.value(card);
});
"step 4";
if (result.bool) {
player.addTempSkill("olhuanshi_mark");
player.recast(result.cards);
}
},
ai: {
rejudge: true,
tag: {
rejudge: 1,
},
},
subSkill: { mark: { charlotte: true } },
},
olhongyuan: {
audio: "hongyuan",
trigger: { player: "gainAfter", global: "loseAsyncAfter" },
filter(event, player) {
if (!player.countCards("he") || player.hasSkill("olhongyuan_blocker", null, null, false)) return false;
return event.getg(player).length >= 2;
},
async content(event, trigger, player) {
player.addTempSkill("olhongyuan_blocker", ["phaseZhunbeiBefore", "phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore", "phaseJieshuBefore", "phaseBefore"]);
let selectedTargets = [];
while (
selectedTargets.length < 2 &&
player.countCards("he") &&
game.hasPlayer(target => {
return target != player && !selectedTargets.includes(target);
})
) {
const {
result: { bool, targets, cards },
} = await player
.chooseCardTarget({
prompt: "弘援:将一张牌交给一名其他角色",
filterCard: true,
position: "he",
filterTarget(card, player, target) {
return target != player && !get.event("selectedTargets").includes(target);
},
complexCard: true,
complexTarget: true,
complexSelect: true,
ai1(card) {
const player = get.event("player");
if (
!game.hasPlayer(current => {
if (get.event("selectedTargets").includes(current)) return false;
return current != player && get.attitude(player, current) > 0 && !current.hasSkillTag("nogain");
})
)
return -get.value(card);
return 4 + (player.hasSkill("olmingzhe") && get.color(card) == "red" ? 2 : 0) - Math.max(player.getUseValue(card), get.value(card, player));
},
ai2(target) {
const player = _status.event.player,
att = get.attitude(player, target);
if (!ui.selected.cards.length) return att;
const card = ui.selected.cards[0],
val = get.value(card, target);
if (val < 0) return -att * Math.sqrt(-val);
return att * Math.sqrt(val + 2);
},
})
.set("selectedTargets", selectedTargets);
if (bool) {
const target = targets[0];
selectedTargets.push(target);
player.line(target);
await player.give(cards, target);
} else break;
}
},
ai: { threaten: 0.8 },
subSkill: { blocker: { charlotte: true } },
},
olmingzhe: {
audio: "mingzhe",
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter: function (event, player) {
if (player.isPhaseUsing()) return false;
var evt = event.getl(player);
for (var i of evt.cards2) {
if (get.color(i, player) == "red") return true;
}
return false;
},
content: function () {
if (!trigger.visible) {
var cards = trigger.getl(player).hs.filter(function (i) {
return get.color(i, player) == "red";
});
if (cards.length > 0) player.showCards(cards, get.translation(player) + "发动了【明哲】");
}
player.draw();
},
},
//吕范
xindiaodu: {
audio: "diaodu",
group: "xindiaodu_use",
frequent: true,
preHidden: true,
isFriendOf: function (player, target) {
if (get.mode() == "guozhan") return player.isFriendOf(target);
return player.group == target.group;
},
subSkill: {
temp: { charlotte: true },
use: {
trigger: {
global: "useCard",
},
filter: function (event, player) {
return get.type(event.card) == "equip" && event.player.isIn() && lib.skill.xindiaodu.isFriendOf(player, event.player) && (player == event.player || player.hasSkill("xindiaodu")) && !event.player.hasSkill("xindiaodu_temp");
},
direct: true,
content: function () {
"step 0";
var next = trigger.player.chooseBool("是否发动【调度】摸一张牌?");
if (player.hasSkill("xindiaodu")) next.set("frequentSkill", "xindiaodu");
if (player == trigger.player) next.setHiddenSkill("xindiaodu");
"step 1";
if (result.bool) {
player.logSkill("xindiaodu", trigger.player);
trigger.player.draw("nodelay");
trigger.player.addTempSkill("xindiaodu_temp");
}
},
},
},
trigger: {
player: "phaseUseBegin",
},
filter: function (event, player) {
return game.hasPlayer(function (current) {
return lib.skill.xindiaodu.isFriendOf(current, player) && current.countGainableCards(player, "e") > 0;
});
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("xindiaodu"), function (card, player, current) {
return lib.skill.xindiaodu.isFriendOf(current, player) && current.countGainableCards(player, "e") > 0;
})
.setHiddenSkill(event.name).ai = function (target) {
var num = 1;
if (target.hasSkill("gzxiaoji")) num += 2.5;
if (target.isDamaged() && target.getEquip("baiyin")) num += 2.5;
if (target.hasSkill("xuanlve")) num += 2;
return num;
};
"step 1";
if (result.bool) {
event.target1 = result.targets[0];
player.logSkill("xindiaodu", event.target1);
player.line(event.target1, "xindiaodu");
player.gainPlayerCard(event.target1, "e", true);
} else event.finish();
"step 2";
if (result.bool && player.getCards("h").includes(result.cards[0])) {
event.card = result.cards[0];
player
.chooseTarget("是否将" + get.translation(event.card) + "交给一名其他角色?", function (card, player, current) {
return current != player && current != _status.event.target1 && lib.skill.xindiaodu.isFriendOf(current, player);
})
.set("target1", event.target1);
} else event.finish();
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
player.give(card, target);
}
},
},
//夏侯玄
olhuanfu: {
audio: 2,
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
filter: function (event, player) {
if (event.card.name != "sha") return false;
if (player == event.player && !event.isFirstTarget) return false;
if (event.olhuanfu_map && event.olhuanfu_map[player.playerid]) return false;
return player.maxHp > 0 && player.countCards("he") > 0;
},
shaRelated: true,
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard("he", [1, player.maxHp], get.prompt("olhuanfu"), "通过弃牌,预测" + (player == trigger.player ? "你" : get.translation(trigger.player)) + "使用的" + get.translation(trigger.card) + "能造成多少伤害。如果弃置的牌数等于总伤害,则你摸两倍的牌。")
.set(
"predict",
(function () {
var target = trigger.target;
if (player == target) {
if (trigger.targets.length > 1 || player.hasShan() || get.effect(player, trigger.card, trigger.player, player) == 0) return 0;
} else {
var target = trigger.target;
if (
trigger.targets.length > 1 ||
target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
)
)
return 0;
}
var num = trigger.getParent().baseDamage;
var map = trigger.getParent().customArgs,
id = target.playerid;
if (map[id]) {
if (typeof map[id].baseDamage == "number") num = map[id].baseDamage;
if (typeof map[id].extraDamage == "number") num += map[id].extraDamage;
}
if (
target.hasSkillTag("filterDamage", null, {
player: trigger.player,
card: trigger.card,
})
)
num = 1;
return num;
})()
)
.set("ai", function (card) {
var num = _status.event.predict,
player = _status.event.player;
if (ui.selected.cards.length >= num) return 0;
if (
player.countCards("he", function (card) {
return get.value(card) < 6 + num;
}) < num
)
return 0;
return 6 + num - get.value(card);
}).logSkill = "olhuanfu";
"step 1";
if (result.bool) {
player.addTempSkill("olhuanfu_lottery");
var evt = trigger.getParent();
if (!evt.olhuanfu_map) evt.olhuanfu_map = {};
evt.olhuanfu_map[player.playerid] = result.cards.length;
}
},
ai: {
effect: {
target: function (card, player, target, current) {
if (card.name == "sha" && target.hp > 0 && current < 0 && target.countCards("he") > 0) return 0.7;
},
},
},
subSkill: {
lottery: {
trigger: { global: "useCardAfter" },
forced: true,
charlotte: true,
filter: function (event, player) {
var map = event.olhuanfu_map;
if (!map || !map[player.playerid]) return false;
var num = 0;
event.player.getHistory("sourceDamage", function (evt) {
if (evt.card == event.card && evt.getParent().type == "card") num += evt.num;
});
return num == map[player.playerid];
},
content: function () {
player.draw(2 * trigger.olhuanfu_map[player.playerid]);
},
},
},
},
olqingyi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "olqingyi");
}, "he") && game.hasPlayer(current => lib.skill.olqingyi.filterTarget(null, player, current))
);
},
selectTarget: [1, 2],
filterTarget: function (card, player, target) {
return target != player && target.countCards("he") > 0;
},
multitarget: true,
multiline: true,
content: function () {
"step 0";
var list = [player];
list.addArray(targets);
list.sortBySeat();
event.list = list;
for (var target of event.list) {
if (
!target.hasCard(function (card) {
return lib.filter.cardDiscardable(card, target, "olqingyi");
}, "he")
) {
event.finish();
break;
}
}
"step 1";
player
.chooseCardOL(event.list, "he", true, "清议:选择弃置一张牌", function (card, player) {
return lib.filter.cardDiscardable(card, player, "olqingyi");
})
.set("ai", get.unuseful);
"step 2";
var lose_list = [],
cards = [];
for (var i = 0; i < result.length; i++) {
var current = event.list[i],
card = result[i].cards[0];
lose_list.push([current, result[i].cards]);
cards.push(card);
}
var type = get.type2(cards[0]);
for (var i = 1; i < cards.length; i++) {
if (get.type2(cards[i]) != type) event.finish();
}
game.loseAsync({
lose_list: lose_list,
}).setContent("discardMultiple");
"step 3";
event.goto(1);
for (var target of event.list) {
if (
!target.hasCard(function (card) {
return lib.filter.cardDiscardable(card, target, "olqingyi");
}, "he")
) {
event.finish();
break;
}
}
},
ai: {
threaten: 1.2,
order: 9.1,
result: {
player: function (player) {
let min = 24;
player.countCards("he", function (card) {
min = Math.min(min, get.value(card));
});
if (ui.selected.targets.length == 1) return 1 - min / 6;
return 0.75 - min / 48;
},
target: function (player, target) {
if (
target.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "olqingyi");
}, "he")
)
return -1;
return 0;
},
},
},
group: "olqingyi_gain",
subSkill: {
gain: {
audio: "olqingyi",
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
var history = player.getHistory("useSkill", evt => evt.skill == "olqingyi");
if (!history.length) return false;
var color = false;
for (var evt of history) {
var list = [player];
list.addArray(evt.targets);
for (var target of list) {
target.getHistory("lose", function (evtx) {
if (color === true || evtx.getParent(2).name != "olqingyi") return false;
for (var card of evtx.cards) {
if (color === true || get.position(card, true) != "d") continue;
var color2 = get.color(card, false);
if (!color) color = color2;
else if (color != color2) color = true;
}
});
if (color === true) return true;
}
}
return false;
},
content: function () {
"step 0";
var history = player.getHistory("useSkill", evt => evt.skill == "olqingyi"),
cards = [];
for (var evt of history) {
var list = [player];
list.addArray(evt.targets);
for (var target of list) {
target.getHistory("lose", function (evtx) {
if (evtx.getParent(2).name != "olqingyi") return false;
for (var card of evtx.cards) {
if (get.position(card, true) == "d") cards.add(card);
}
});
}
}
player
.chooseButton(["清议:选择获得两张异色牌", cards], 2)
.set("filterButton", function (button) {
if (!ui.selected.buttons.length) return true;
return get.color(button.link, false) != get.color(ui.selected.buttons[0].link, false);
})
.set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
"step 1";
if (result.bool) {
player.logSkill("olqingyi_gain");
player.gain(result.links, "gain2");
}
},
},
},
},
olzeyue: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
limited: true,
skillAnimation: true,
animationColor: "water",
direct: true,
filter: function (event, player) {
var sources = [],
history = player.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
if (i < history.length - 1 && history[i].isMe) break;
for (var evt of history[i].damage) {
if (evt.source && evt.source != player && evt.source.isIn()) sources.add(evt.source);
}
}
for (var source of sources) {
var skills = source.getStockSkills("一!", "五!");
for (var skill of skills) {
var info = get.info(skill);
if (info && !info.charlotte && !get.is.locked(skill, source) && source.hasSkill(skill, null, null, false)) return true;
}
}
return false;
},
content: function () {
"step 0";
var sources = [],
history = player.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
if (i < history.length - 1 && history[i].isMe) break;
for (var evt of history[i].damage) {
if (evt.source && evt.source != player && evt.source.isIn()) sources.add(evt.source);
}
}
sources = sources.filter(function (source) {
var skills = source.getStockSkills("一!", "五!");
for (var skill of skills) {
var info = get.info(skill);
if (info && !info.charlotte && !get.is.locked(skill, source) && source.hasSkill(skill, null, null, false)) return true;
}
return false;
});
player
.chooseTarget(get.prompt("olzeyue"), "令一名可选角色的一个非锁定技失效", function (card, player, target) {
return _status.event.sources.includes(target);
})
.set("sources", sources)
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att >= 0) return 0;
return get.threaten(target, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("olzeyue", target);
player.awakenSkill("olzeyue");
event.target = target;
var skills = target.getStockSkills("一!", "五!");
skills = skills.filter(function (skill) {
var info = get.info(skill);
if (info && !info.charlotte && !get.is.locked(skill, target) && target.hasSkill(skill, null, null, false)) return true;
});
if (skills.length == 1) event._result = { control: skills[0] };
else player.chooseControl(skills).set("prompt", "令" + get.translation(target) + "的一个技能失效");
} else event.finish();
"step 2";
var skill = result.control;
target.disableSkill("olzeyue_" + player.playerid, skill);
target.storage["olzeyue_" + player.playerid] = true;
player.addSkill("olzeyue_round");
player.markAuto("olzeyue_round", [target]);
if (!player.storage.olzeyue_map) player.storage.olzeyue_map = {};
player.storage.olzeyue_map[target.playerid] = 0;
game.log(target, "的技能", "#g【" + get.translation(skill) + "】", "被失效了");
},
ai: { threaten: 3 },
subSkill: {
round: {
trigger: { global: "roundStart" },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
var storage = player.getStorage("olzeyue_round");
for (var source of storage) {
if (source.isIn() && source.canUse("sha", player, false)) return true;
}
return false;
},
content: function () {
"step 0";
event.targets = player.storage.olzeyue_round.slice(0).sortBySeat();
event.target = event.targets.shift();
event.forceDie = true;
"step 1";
var map = player.storage.olzeyue_map;
if (target.storage["olzeyue_" + player.playerid]) map[target.playerid]++;
event.num = map[target.playerid] - 1;
if (event.num <= 0) event.finish();
"step 2";
event.num--;
target.useCard(player, { name: "sha", isCard: true }, false, "olzeyue_round");
"step 3";
var key = "olzeyue_" + player.playerid;
if (
target.storage[key] &&
player.hasHistory("damage", function (evt) {
return evt.card.name == "sha" && evt.getParent().type == "card" && evt.getParent(3) == event;
})
) {
for (var skill in target.disabledSkills) {
if (target.disabledSkills[skill].includes(key)) game.log(target, "恢复了技能", "#g【" + get.translation(skill) + "】");
}
delete target.storage[key];
target.enableSkill(key);
}
if (event.num > 0 && player.isIn() && target.isIn() && target.canUse("sha", player, false)) {
event.goto(2);
} else if (event.targets.length > 0) {
event.target = event.targets.shift();
event.goto(1);
}
},
},
},
},
//邓忠
dzkanpo: {
audio: 2,
trigger: { source: "damageSource" },
filter: function (event, player) {
return event.getParent().type == "card" && event.card && event.card.name == "sha" && event.player.countCards("he") > 0;
},
logTarget: "player",
content: function () {
var suit = get.suit(trigger.card);
var next = player.gainPlayerCard(trigger.player, "h", "visible");
next.set("suit", suit);
next.set("filterButton", function (button) {
var evt = _status.event;
return get.suit(button.link, evt.target) == evt.suit;
});
},
group: "dzkanpo_sha",
subSkill: {
sha: {
enable: "chooseToUse",
usable: 1,
viewAs: { name: "sha" },
viewAsFilter: function (player) {
return player.countCards("hs") > 0;
},
filterCard: true,
position: "hs",
prompt: "将一张手牌当做【杀】使用",
check: function (card) {
return 6 - get.value(card);
},
ai: {
respondSha: true,
skillTagFilter: function (player) {
if (player.getStat("skill").dzkanpo_sha) return false;
if (!player.countCards("hs")) return false;
},
},
},
},
},
dzgengzhan: {
audio: 2,
trigger: {
global: ["loseAfter", "loseAsyncAfter"],
},
usable: 1,
filter: function (event, player) {
if (event.type != "discard" || event.getlx === false || player == _status.currentPhase || !event.isPhaseUsing()) return false;
for (var card of event.cards) {
if (get.position(card, true) == "d" && get.name(card, event.hs && event.hs.includes(card) ? event.player : false) == "sha") return true;
}
},
direct: true,
content: function () {
"step 0";
var cards = trigger.cards.filter(function (card) {
return get.position(card, true) == "d" && get.name(card, trigger.hs && trigger.hs.includes(card) ? trigger.player : false) == "sha";
});
player.chooseButton(["是否发动【更战】获得一张杀?", cards]).set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
"step 1";
if (result.bool) {
player.logSkill("dzgengzhan");
player.gain(result.links, "gain2");
} else player.storage.counttrigger.dzgengzhan--;
},
group: "dzgengzhan_add",
subSkill: {
add: {
audio: "dzgengzhan",
trigger: { global: "phaseJieshuBegin" },
forced: true,
locked: false,
filter: function (event, player) {
return (
player != event.player &&
!event.player.hasHistory("useCard", function (evt) {
return evt.card.name == "sha";
})
);
},
logTarget: "player",
content: function () {
player.addTempSkill("dzgengzhan_effect", { player: "phaseUseAfter" });
player.addMark("dzgengzhan_effect", 1, false);
game.delayx();
},
},
effect: {
onremove: true,
charlotte: true,
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("dzgengzhan_effect");
},
},
intro: { content: "使用杀的次数上限+#" },
},
},
},
//王衍
yangkuang: {
audio: 2,
trigger: { player: "recoverEnd" },
filter: function (event, player) {
return player.isHealthy();
},
logTarget: function (event, player) {
return _status.currentPhase || player;
},
check: function (event, player) {
var target = _status.currentPhase || player;
if (get.attitude(player, target) > 0) return true;
if (player.countCards("h") > target.countCards("h")) return true;
if (!target.getCardUsable("sha")) return true;
return false;
},
content: function () {
"step 0";
player.chooseUseTarget("jiu", true);
"step 1";
var target = _status.currentPhase;
if (target) target.draw("nodelay");
player.draw();
},
},
cihuang: {
audio: 2,
trigger: {
global: ["eventNeutralized", "shaMiss"],
},
direct: true,
filter: function (event, player) {
if (event.player != _status.currentPhase || !event.targets || event.targets.length != 1 || event.type != "card" || !player.countCards("he")) return false;
return lib.skill.cihuang.getList(player, event.player, true);
},
getList: function (player, target, bool) {
var natures = lib.inpile_nature.slice(0);
var tricks = [];
for (var name of lib.inpile) {
var info = lib.card[name];
if (!info || info.type != "trick" || info.notarget || (info.selectTarget && info.selectTarget != 1 && (info.selectTarget != -1 || !info.toself))) continue;
tricks.push(name);
}
var history = player.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
var info = history[i];
for (var evt of info.useCard) {
var name = evt.card.name;
if (name == "sha") {
if (evt.card.nature) natures.remove(evt.card.nature);
} else tricks.remove(name);
}
if (info.isRound) break;
}
var vcards = [];
for (var i of natures) {
if (
player.canUse(
{
name: "sha",
nature: i,
isCard: true,
},
target
)
) {
if (bool) return true;
else vcards.push(["基本", "", "sha", i]);
}
}
for (var i of tricks) {
if (
player.canUse(
{
name: i,
isCard: true,
},
target
)
) {
if (bool) return true;
else vcards.push(["锦囊", "", i]);
}
}
if (bool) return false;
return vcards;
},
content: function () {
"step 0";
var target = trigger.player;
var list = lib.skill.cihuang.getList(player, target);
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
player.chooseButton([get.prompt("cihuang", target), '将一张牌当以下的一张牌对' + get.translation(target) + "使用
", [list, "vcard"]]).set("ai", function (button) {
var card = {
name: button.link[2],
nature: button.link[3],
storage: { cihuang: true },
},
player = _status.event.player,
target = _status.event.getTrigger().player;
return get.effect(target, card, player, player);
});
"step 1";
if (result.bool) {
var card = {
name: result.links[0][2],
nature: result.links[0][3],
storage: { cihuang: true },
};
event.card = card;
player
.chooseCard("hes", "雌黄:将一张牌当" + get.translation(card) + "对" + get.translation(trigger.player) + "使用", function (card, player) {
return player.canUse(get.autoViewAs(_status.event.getParent().card, [card]), _status.event.target, false);
})
.set("target", trigger.player)
.set("ai", function (card) {
if (get.effect(_status.event.target, get.autoViewAs(_status.event.getParent().card, [card]), player) <= 0) return false;
return 6 - get.value(card);
});
} else event._result = { bool: false };
"step 2";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if (result.bool) {
player.useCard(get.autoViewAs(event.card, result.cards), result.cards, false, trigger.player, "cihuang").oncard = function (card, player) {
_status.event.directHit.addArray(game.filterPlayer());
};
}
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return arg && arg.card && arg.card.storage && arg.card.storage.cihuang;
},
},
},
sanku: {
audio: 2,
trigger: { player: "dying" },
forced: true,
group: "sanku_nogain",
content: function () {
"step 0";
player.loseMaxHp();
"step 1";
var num = player.maxHp - player.hp;
if (num > 0) player.recover(num);
},
ai: { halfneg: true },
subSkill: {
nogain: {
audio: "sanku",
trigger: { player: "gainMaxHpBegin" },
forced: true,
content: function () {
trigger.cancel();
},
},
},
},
//霍峻
qiongshou: {
audio: 2,
trigger: {
player: "enterGame",
global: "phaseBefore",
},
forced: true,
filter: function (event, player) {
if (event.name == "phase" && game.phaseNumber != 0) return false;
return player.hasEnabledSlot();
},
content: function () {
var list = [];
for (var i = 1; i < 6; i++) {
for (var j = 0; j < player.countEnabledSlot(i); j++) {
list.push(i);
}
}
player.disableEquip(list);
player.draw(4);
},
mod: {
maxHandcard: function (player, num) {
return num + 4;
},
},
ai: {
halfneg: true,
combo: "fenrui",
threaten: 3.2,
},
},
fenrui: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
onremove: true,
filter: function (event, player) {
var es = player.countCards("e");
return (
(player.hasDisabledSlot() && player.countCards("he") > 0) ||
(!player.storage.fenrui &&
game.hasPlayer(function (current) {
return current != player && current.countCards("e") < es;
}))
);
},
content: function () {
"step 0";
if (player.hasDisabledSlot() && player.countCards("he") > 0) {
var str = "弃置一张牌,恢复一个装备栏并使用一张对应装备牌";
player.chooseToDiscard("he", get.prompt("fenrui"), str).set("ai", function (card) {
return 7 - get.value(card);
}).logSkill = "fenrui";
} else event.goto(3);
"step 1";
if (result.bool) {
player.chooseToEnable().set("ai", function () {
var player = _status.event.player;
var list = [2, 5, 1, 3, 4];
for (var i of list) {
if (player.hasDisabledSlot(i)) return "equip" + i;
}
});
} else {
var es = player.countCards("e");
if (
player.storage.fenrui ||
!game.hasPlayer(function (current) {
return current != player && current.countCards("e") < es;
})
)
event.finish();
else event.goto(3);
}
"step 2";
var func = function (card) {
return get.subtype(card, false) == result.control && player.canUse(card, player) && !get.cardtag(card, "gifts");
};
var card = get.discardPile(func) || get.cardPile2(func);
if (card) {
player.chooseUseTarget(card, true, "nopopup");
}
if (player.storage.fenrui) event.finish();
"step 3";
var es = player.countCards("e");
if (
es > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("e") < es;
})
) {
player
.chooseTarget("是否对一名装备数小于你的角色造成伤害?", "你可以选择一名装备区内牌数小于你的角色,并对其造成X点伤害(X为你与其装备区牌数之差),但此效果每局游戏内仅限一次。", function (card, player, target) {
return player != target && player.countCards("e") > target.countCards("e");
})
.set("ai", function (target) {
var player = _status.event.player;
var num = player.countCards("e") - target.countCards("e");
if (get.attitude(player, target) >= 0) return 0;
if (num >= Math.min(2, player.hp, target.hp)) return get.damageEffect(target, player, player);
return 0;
});
} else event.finish();
"step 4";
if (result.bool) {
var target = result.targets[0];
player.logSkill("fenrui_animate", target);
player.storage.fenrui = true;
player.unmarkSkill("fenrui");
game.delayx();
target.damage(player.countCards("e") - target.countCards("e"));
}
},
group: "fenrui_animate",
mark: true,
intro: { content: "王炸尚未使用" },
subSkill: {
animate: {
skillAnimation: true,
animationColor: "fire",
},
},
},
//曹宪曹华
huamu: {
audio: 6,
trigger: { player: "useCardAfter" },
locked: false,
filter: function (event, player) {
var color = get.color(event.card);
if (color == "none") return false;
if (
!player.hasHistory("lose", function (evt) {
return evt.hs.length > 0 && evt.getParent() == event;
}) ||
!event.cards.filterInD("oe").length
)
return false;
var history = game.getGlobalHistory("useCard");
var index = history.indexOf(event);
if (index < 1) return false;
var evt = history[index - 1],
color2 = get.color(evt.card);
return color != color2 && color2 != "none";
},
prompt2: event => "将" + get.translation(event.cards.filterInD("oe")) + "置于武将牌上",
check: function (event, player) {
if (
!game.hasPlayer(function (current) {
return current.hasSkill("qianmeng", null, null, false) && get.attitude(player, current) > 0;
})
)
return false;
var cards = event.cards.filterInD("e");
if (!cards.length) return true;
var card = cards[0];
if (get.owner(card) == player) {
if (get.value(card, player) <= 0) return true;
var subtype = get.subtype(card);
if (
player.hasCard("hs", function (card) {
return get.subtype(card) == subtype && player.canUse(card, player) && get.effect(player, card, player, player) > 0;
})
)
return true;
}
return false;
},
content: function () {
var cards = trigger.cards.filterInD("oe");
player.addToExpansion(cards, "gain2").gaintag.add("huamu");
},
ai: {
reverseOrder: true,
combo: "qianmeng",
},
mod: {
aiOrder: function (player, card, num) {
if (typeof card == "object") {
var history = game.getGlobalHistory("useCard");
if (!history.length) return;
var evt = history[history.length - 1];
if (evt && evt.card && get.color(evt.card) != "none" && get.color(card) != "none" && get.color(evt.card) != get.color(card)) {
return num + 4;
}
}
},
},
marktext: "木",
intro: {
name: "灵杉&玉树",
markcount: function (storage, player) {
var red = [],
black = [];
var cards = player.getExpansions("huamu");
for (var i of cards) {
var color = get.color(i, false);
(color == "red" ? red : black).push(i);
}
return "" + black.length + "/" + red.length;
},
content: "expansion",
mark: function (dialog, storage, player) {
var red = [],
black = [];
var cards = player.getExpansions("huamu");
for (var i of cards) {
var color = get.color(i, false);
(color == "red" ? red : black).push(i);
}
if (black.length) {
dialog.addText("灵杉");
dialog.addSmall(black);
}
if (red.length) {
dialog.addText("玉树");
dialog.addSmall(red);
}
},
},
},
qianmeng: {
audio: 2,
trigger: {
global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter: function (event, player) {
if (event.name == "addToExpansion") {
if (event.gaintag.includes("huamu")) {
var cards = event.player.getExpansions("huamu"),
red = cards.filter(function (i) {
return get.color(i, false) == "red";
});
if (cards.length == red.length || red.length == 0 || cards.length == red.length * 2) return true;
}
}
if (event.name == "lose" && event.getlx !== false) {
for (var i in event.gaintag_map) {
if (event.gaintag_map[i].includes("huamu")) {
var cards = event.player.getExpansions("huamu"),
red = cards.filter(function (i) {
return get.color(i, false) == "red";
});
return cards.length == red.length || red.length == 0 || cards.length == red.length / 2;
}
}
return false;
}
return (
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "lose" || event != evt.getParent()) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("huamu")) {
var cards = evt.player.getExpansions("huamu"),
red = cards.filter(function (i) {
return get.color(i, false) == "red";
});
return cards.length == red.length || red.length == 0 || cards.length == red.length / 2;
}
}
return false;
}).length > 0
);
},
forced: true,
content: function () {
player.draw();
},
ai: { combo: "huamu" },
},
liangyuan: {
enable: "chooseToUse",
hiddenCard: function (player, name) {
if (name == "tao") {
return (
!player.hasSkill("liangyuan_tao", null, null, false) &&
game.hasPlayer(function (current) {
var storage = current.getExpansions("huamu");
return (
storage.length > 0 &&
storage.filter(function (i) {
return get.color(i, false) == "red";
}).length > 0
);
})
);
} else if (name == "jiu") {
return (
!player.hasSkill("liangyuan_jiu", null, null, false) &&
game.hasPlayer(function (current) {
var storage = current.getExpansions("huamu");
return (
storage.length > 0 &&
storage.filter(function (i) {
return get.color(i, false) == "black";
}).length > 0
);
})
);
}
return false;
},
filter: function (event, player) {
if (event.type == "wuxie") return false;
if (
!player.hasSkill("liangyuan_tao", null, null, false) &&
event.filterCard(get.autoViewAs({ name: "tao" }, "unsure"), player, event) &&
game.hasPlayer(function (current) {
var storage = current.getExpansions("huamu");
return (
storage.length > 0 &&
storage.filter(function (i) {
return get.color(i, false) == "red";
}).length > 0
);
})
)
return true;
if (
!player.hasSkill("liangyuan_jiu", null, null, false) &&
event.filterCard(get.autoViewAs({ name: "jiu" }, "unsure"), player, event) &&
game.hasPlayer(function (current) {
var storage = current.getExpansions("huamu");
return (
storage.length > 0 &&
storage.filter(function (i) {
return get.color(i, false) == "black";
}).length > 0
);
})
)
return true;
return false;
},
chooseButton: {
dialog: function () {
return ui.create.dialog("良缘", [["tao", "jiu"], "vcard"], "hidden");
},
filter: function (button, player) {
var evt = _status.event.getParent();
var name = button.link[2],
color = name == "tao" ? "red" : "black";
if (player.hasSkill("liangyuan_" + name, null, null, false)) return false;
var cards = [];
game.countPlayer(function (current) {
cards.addArray(
current.getExpansions("huamu").filter(function (i) {
return get.color(i, false) == color;
})
);
});
if (!cards.length) return false;
var card = get.autoViewAs({ name: name }, cards);
return evt.filterCard(card, player, evt);
},
check: function (button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player;
var name = button.link[2],
color = name == "tao" ? "red" : "black";
var cards = [];
game.countPlayer(function (current) {
cards.addArray(
current.getExpansions("huamu").filter(function (i) {
return get.color(i, false) == color;
})
);
});
var card = get.autoViewAs({ name: name }, cards);
return player.getUseValue(card, null, true);
},
backup: function (links, player) {
var name = links[0][2],
color = name == "tao" ? "red" : "black";
var cards = [];
game.countPlayer(function (current) {
cards.addArray(
current.getExpansions("huamu").filter(function (i) {
return get.color(i, false) == color;
})
);
});
if (!cards.length) return false;
var card = get.autoViewAs({ name: name }, cards);
return {
viewAs: card,
color: color,
selectCard: -1,
filterCard: () => false,
precontent: function () {
player.addTempSkill("liangyuan_" + event.result.card.name, "roundStart");
player.logSkill("liangyuan");
var list = [],
color = lib.skill.liangyuan_backup.color;
var cards = [];
game.countPlayer(function (current) {
var cardsx = current.getExpansions("huamu").filter(function (i) {
return get.color(i, false) == color;
});
if (cardsx.length) {
cards.addArray(cardsx);
list.push([current, cardsx]);
current.$throw(cardsx);
game.log(current, "将", cardsx, "化作“" + (color == "black" ? "灵杉" : "玉树") + "”良缘");
}
});
event.result.cards = cards;
delete event.result.skill;
event.result._apply_args = { throw: false };
game.loseAsync({
lose_list: list,
}).setContent("chooseToCompareLose");
},
};
},
prompt: function (links, player) {
var name = links[0][2],
color = name == "tao" ? "玉树" : "灵杉";
return "将场上所有的“" + color + "”当做【" + get.translation(name) + "】使用";
},
},
subSkill: {
tao: { charlotte: true },
jiu: { charlotte: true },
},
ai: {
order: function (item, player) {
if (!player) player = _status.event.player;
return (
get.order({
name: lib.skill.liangyuan.hiddenCard(player, "jiu") ? "jiu" : "tao",
}) + 4
);
},
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
combo: "huamu",
threaten: 3,
},
},
jisi: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
limited: true,
skillAnimation: true,
animationColor: "metal",
filter: function (event, player) {
var skills = player.getStockSkills("一!", "五!").filter(function (skill) {
if (skill == "jisi") return false;
var info = get.info(skill);
return info && !info.charlotte;
});
var history = player.getAllHistory("useSkill");
for (var i of history) {
if (skills.includes(i.sourceSkill) || skills.includes(i.skill)) return true;
}
return false;
},
content: function () {
"step 0";
var skills2 = [];
var skills = player.getStockSkills("只!", "因!").filter(function (skill) {
if (skill == "jisi") return false;
var info = get.info(skill);
return info && !info.charlotte;
});
var history = player.getAllHistory("useSkill");
for (var i of history) {
if (skills.includes(i.sourceSkill)) skills2.add(i.sourceSkill);
if (skills.includes(i.skill)) skills2.add(i.skill);
if (skills.length == skills2.length) break;
}
event.skills2 = skills2;
var str = "令一名其他角色获得";
for (var i = 0; i < skills2.length; i++) {
str += "〖" + get.translation(skills2[i]) + "〗";
if (i != skills2.length - 1) str += ";";
}
if (skills2.length > 1) str += "中的一个技能";
str += "然后你";
if (player.countCards("h") > 0) str += "弃置所有手牌,并";
str += "视为对其使用一张【杀】";
player
.chooseTarget(get.prompt("jisi"), str, lib.filter.notMe)
.set("ai", function (target) {
if (!_status.event.goon) return false;
var att = get.attitude(player, target);
if (att < 4) return false;
var eff = get.effect(target, { name: "sha", isCard: true }, player, player);
if (eff >= 0) return att + eff;
if (target.hp <= 2) return false;
return att / Math.max(1, -eff);
})
.set(
"goon",
(function () {
if (player.hasUnknown() || player.identity == "nei") return false;
var hs = player.getCards("h");
if (!hs.length || get.value(hs, player) <= 9 - player.hp) return true;
return false;
})()
);
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("jisi", target);
player.awakenSkill("jisi");
var list = event.skills2;
if (list.length == 0) event._result = { control: list[0] };
player
.chooseControl(list)
.set("prompt", "令" + get.translation(target) + "获得一个技能")
.set("ai", () => _status.event.choice)
.set("choice", list.includes("qianmeng") ? "qianmeng" : list.randomGet());
} else event.finish();
"step 2";
target.addSkills(result.control);
"step 3";
var num = player.countCards("h");
if (num > 0) player.chooseToDiscard("h", num, true);
"step 4";
if (player.canUse("sha", target, false))
player.useCard(
false,
target,
{
name: "sha",
isCard: true,
},
"noai"
);
},
},
//周处
shanduan: {
audio: 2,
init: function (player, name) {
player.storage[name] = [1, 2, 3, 4];
},
trigger: { player: "damageEnd" },
filter: (event, player) => player != _status.currentPhase,
forced: true,
locked: false,
content: function () {
if (!player.storage.shanduan) player.storage.shanduan = [1, 2, 3, 4];
var list = player.storage.shanduan;
for (var i = 0; i < list.length; i++) {
var num = list[i],
add = true;
for (var j = 0; j < list.length; j++) {
if (list[j] < num) {
add = false;
break;
}
}
if (add) {
list[i]++;
break;
}
}
game.delayx();
},
group: ["shanduan_draw", "shanduan_use", "shanduan_discard"],
ai: {
notemp: true,
threaten: 3.6,
},
subSkill: {
draw: {
audio: "shanduan",
trigger: { player: "phaseDrawBegin" },
forced: true,
locked: false,
filter: function (event, player) {
var list = event.getParent()._shanduan;
return !list || list.length > 0;
},
content: function () {
"step 0";
var list = trigger.getParent()._shanduan;
if (!list) {
trigger.getParent()._shanduan = (player.storage.shanduan || [1, 2, 3, 4]).slice(0);
player.storage.shanduan = [1, 2, 3, 4];
}
"step 1";
var list = trigger.getParent()._shanduan;
if (list.length == 1) event._result = { index: 0 };
else
player
.chooseControl(list)
.set("prompt", "善断:为摸牌阶段的摸牌数分配一个数值")
.set("choice", list.indexOf(Math.max.apply(Math, list)))
.set("ai", () => _status.event.choice);
"step 2";
var list = trigger.getParent()._shanduan;
var num = list[result.index];
trigger.num = num;
list.remove(num);
game.log(player, "给", "#g摸牌阶段的摸牌数", "分配的数值是", "#y" + num);
},
},
use: {
audio: "shanduan",
trigger: { player: "phaseUseBegin" },
forced: true,
locked: false,
filter: function (event, player) {
var list = event.getParent()._shanduan;
return !list || list.length > 0;
},
content: function () {
"step 0";
var list = trigger.getParent()._shanduan;
if (!list) {
trigger.getParent()._shanduan = (player.storage.shanduan || [1, 2, 3, 4]).slice(0);
player.storage.shanduan = [1, 2, 3, 4];
}
"step 1";
var list = trigger.getParent()._shanduan;
if (list.length == 1) event._result = { index: 0 };
else
player
.chooseControl(list)
.set("prompt", "善断:为攻击范围基数分配一个数值")
.set("list", list)
.set("ai", function () {
var player = _status.event.player,
list = _status.event.list,
card = { name: "sha" };
if (player.hasSha() && player.hasValueTarget(card, false, true) && !player.hasValueTarget(card, null, true)) {
var range = 1;
var equips = player.getCards("e");
for (var i = 0; i < equips.length; i++) {
var info = get.info(equips[i], false).distance;
if (!info) continue;
if (info.attackFrom) {
range -= info.attackFrom;
}
}
var listx = list.slice(0).sort();
for (var i of listx) {
if (i <= range) continue;
if (
game.hasPlayer(function (current) {
var distance = get.distance(player, current, "attack");
if (distance > 1 && distance <= i - range) return true;
return false;
})
)
return list.indexOf(i);
}
}
return list.indexOf(Math.min.apply(Math, list));
});
"step 2";
var list = trigger.getParent()._shanduan;
var num = list[result.index];
if (!player.storage.shanduan_effect) player.storage.shanduan_effect = {};
player.storage.shanduan_effect.range = num;
player.addTempSkill("shanduan_effect");
list.remove(num);
game.log(player, "给", "#g攻击范围的基数", "分配的数值是", "#y" + num);
if (list.length == 0) event.finish();
else if (list.length == 1) event._result = { index: 0 };
else
player
.chooseControl(list)
.set("prompt", "为使用【杀】的次数上限分配一个数值")
.set("list", list)
.set("ai", function () {
var player = _status.event.player,
list = _status.event.list;
var sha = player.countCards("hs", function (card) {
return get.name(card) == "sha" && player.hasValueTarget(card, null, true);
});
var max = player.getCardUsable("sha");
if (sha <= max) {
var listx = list.slice(0).sort();
for (var i of listx) {
if (max + i >= sha) return list.indexOf(i);
}
return list.indexOf(Math.max.apply(Math, list));
}
return list.indexOf(Math.min.apply(Math, list));
});
"step 3";
var list = trigger.getParent()._shanduan;
var num = list[result.index];
if (!player.storage.shanduan_effect) player.storage.shanduan_effect = {};
player.storage.shanduan_effect.sha = num;
game.log(player, "给", "#g使用【杀】的次数上限", "分配的数值是", "#y" + num);
list.remove(num);
},
},
discard: {
audio: "shanduan",
trigger: { player: "phaseDiscardBegin" },
forced: true,
locked: false,
filter: function (event, player) {
var list = event.getParent()._shanduan;
return !list || list.length > 0;
},
content: function () {
"step 0";
var list = trigger.getParent()._shanduan;
if (!list) {
trigger.getParent()._shanduan = (player.storage.shanduan || [1, 2, 3, 4]).slice(0);
player.storage.shanduan = [1, 2, 3, 4];
}
"step 1";
var list = trigger.getParent()._shanduan;
if (list.length == 1) event._result = { index: 0 };
else
player
.chooseControl(list)
.set("prompt", "善断:为手牌上限基数分配一个数值")
.set("choice", list.indexOf(Math.max.apply(Math, list)))
.set("ai", () => _status.event.choice);
"step 2";
var list = trigger.getParent()._shanduan;
var num = list[result.index];
if (!player.storage.shanduan_effect) player.storage.shanduan_effect = {};
player.storage.shanduan_effect.limit = num;
player.addTempSkill("shanduan_effect");
list.remove(num);
game.log(player, "给", "#g手牌上限的基数", "分配的数值是", "#y" + num);
},
},
effect: {
charlotte: true,
onremove: true,
mod: {
attackRangeBase: function (player) {
var map = player.storage.shanduan_effect;
if (typeof map.range != "number") return;
var range = 1;
var equips = player.getCards("e", function (card) {
return !ui.selected.cards || !ui.selected.cards.includes(card);
});
for (var i = 0; i < equips.length; i++) {
var info = get.info(equips[i], false).distance;
if (!info) continue;
if (info.attackFrom) {
range -= info.attackFrom;
}
}
return Math.max(range, map.range);
},
cardUsable: function (card, player, num) {
if (card.name == "sha") {
var map = player.storage.shanduan_effect;
if (typeof map.sha != "number") return;
return num - 1 + map.sha;
}
},
maxHandcardBase: function (player, num) {
var map = player.storage.shanduan_effect;
if (typeof map.limit != "number") return;
return map.limit;
},
},
},
},
},
yilie: {
audio: 2,
enable: "chooseToUse",
hiddenCard: function (player, name) {
if (get.type(name) == "basic" && lib.inpile.includes(name) && !player.getStorage("yilie_count").includes(name)) {
var hs = player.getCards("hs");
if (hs.length < 2) return false;
var bool = false,
map = {};
for (var card of hs) {
var color = get.color(card);
if (!map[color]) map[color] = true;
else {
bool = true;
break;
}
}
return bool;
}
},
filter: function (event, player) {
if (event.type == "wuxie") return false;
var list = player.getStorage("yilie_count");
var hs = player.getCards("hs");
if (hs.length < 2) return false;
var bool = false,
map = {};
for (var card of hs) {
var color = get.color(card);
if (!map[color]) map[color] = true;
else {
bool = true;
break;
}
}
if (!bool) return false;
for (var name of lib.inpile) {
if (get.type(name) != "basic" || list.includes(name)) continue;
var card = { name };
if (event.filterCard(get.autoViewAs(card, "unsure"), player, event)) return true;
if (name == "sha") {
for (var nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(get.autoViewAs(card, "unsure"), player, event)) return true;
}
}
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
var storage = player.getStorage("yilie_count");
for (var i of lib.inpile) {
if (get.type(i) != "basic" || storage.includes(i)) continue;
var card = { name: i };
if (event.filterCard(get.autoViewAs(card, "unsure"), player, event)) list.push(["基本", "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) {
card.nature = j;
if (event.filterCard(get.autoViewAs(card, "unsure"), player, event)) list.push(["基本", "", i, j]);
}
}
}
return ui.create.dialog("义烈", [list, "vcard"], "hidden");
},
check: function (button) {
var player = _status.event.player;
var evt = _status.event.getParent();
var name = button.link[2],
card = { name: name, nature: button.link[3] };
if (name == "shan") return 2;
if (evt.type == "dying") {
if (get.attitude(player, evt.dying) < 2) return 0;
if (name == "jiu") return 2.1;
return 1.9;
}
if (evt.type == "phase") {
if (button.link[2] == "jiu") {
if (player.getUseValue({ name: "jiu" }) <= 0) return 0;
var cards = player.getCards("hs", cardx => get.value(cardx) < 8);
cards.sort((a, b) => get.value(a) - get.value(b));
if (cards.some(cardx => get.name(cardx) == "sha" && !cards.slice(0, 2).includes(cardx))) return player.getUseValue({ name: "jiu" });
return 0;
}
return player.getUseValue(card) / 4;
}
return 1;
},
backup: function (links, player) {
return {
audio: "yilie",
selectCard: 2,
filterCard: function (card, player) {
var color = get.color(card);
if (ui.selected.cards.length) return color == get.color(ui.selected.cards[0]);
return player.hasCard(function (cardx) {
return card != cardx && get.color(cardx) == color;
}, "hs");
},
position: "hs",
complexCard: true,
check: card => 8 - get.value(card),
popname: true,
viewAs: {
name: links[0][2],
nature: links[0][3],
},
precontent: function () {
var name = event.result.card.name;
player.addTempSkill("yilie_count", "roundStart");
player.markAuto("yilie_count", [name]);
},
};
},
prompt: function (links, player) {
var name = links[0][2];
var nature = links[0][3];
return "将两张颜色相同的手牌当做" + (get.translation(nature) || "") + get.translation(name) + "使用";
},
},
ai: {
order: function (item, player) {
if (player && _status.event.type == "phase") {
var add = false,
max = 0;
var names = lib.inpile.filter(name => get.type(name) == "basic" && !player.getStorage("yilie_count").includes(name));
if (names.includes("sha")) add = true;
names = names.map(namex => {
return { name: namex };
});
if (add) lib.inpile_nature.forEach(nature => names.push({ name: "sha", nature: nature }));
names.forEach(card => {
if (player.getUseValue(card) > 0) {
var temp = get.order(card);
if (card.name == "jiu") {
var cards = player.getCards("hs", cardx => get.value(cardx) < 8);
cards.sort((a, b) => get.value(a) - get.value(b));
if (!cards.some(cardx => get.name(cardx) == "sha" && !cards.slice(0, 2).includes(cardx))) temp = 0;
}
if (temp > max) max = temp;
}
});
if (max > 0) max -= 0.001;
return max;
}
return 0.5;
},
respondShan: true,
respondSha: true,
fireAttack: true,
skillTagFilter: function (player, tag, arg) {
if (arg == "respond") return false;
var hs = player.getCards("hs");
if (hs.length < 2) return false;
var bool = false,
map = {};
for (var card of hs) {
var color = get.color(card);
if (!map[color]) map[color] = true;
else {
bool = true;
break;
}
}
if (!bool) return false;
var storage = player.storage.yilie_count;
var name;
switch (tag) {
case "respondShan":
name = "shan";
break;
default:
name = "sha";
break;
}
if (storage && storage.includes(name)) return false;
},
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: {
count: { charlotte: true, onremove: true },
backup: { audio: "yilie" },
},
},
//赵俨
tongxie: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt("tongxie"), "选择至多两名其他角色作为“同协角色”", lib.filter.notMe, [0, 2]).set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var targets = result.targets;
targets.add(player);
player.logSkill("tongxie", targets);
player.addTempSkill("tongxie_effect", { player: "phaseBegin" });
player.markAuto("tongxie_effect", targets);
var min = player.countCards("h"),
min_player = player;
for (var i of targets) {
if (i == player) continue;
var num = i.countCards("h");
if (num < min) {
min = num;
min_player = i;
} else if (num == min) min_player = false;
}
if (min_player) min_player.draw();
else game.delayx();
}
},
subSkill: {
effect: {
audio: "tongxie",
charlotte: true,
trigger: { global: "useCardAfter" },
onremove: true,
forced: true,
popup: false,
filter: function (event, player) {
if (event.card.name != "sha" || event.targets.length != 1 || !event.targets[0].isIn()) return false;
if (event.getParent(2).name == "tongxie_effect") return false;
var list = player.getStorage("tongxie_effect"),
target = event.targets[0];
if (!list.includes(event.player)) return false;
for (var i of list) {
if (i == event.player || !i.isIn()) continue;
if (!i.canUse("sha", target, false)) continue;
if (_status.connectMode && i.countCards("hs") > 0) return true;
if (i.hasSha()) return true;
}
return false;
},
content: function () {
"step 0";
event.targets = player
.getStorage("tongxie_effect")
.filter(function (i) {
return i !== trigger.player;
})
.sortBySeat();
event.target = trigger.targets[0];
"step 1";
var current = targets.shift();
if (current.isIn() && target.isIn() && current.canUse("sha", target, false) && (_status.connectMode || current.hasSha())) {
current
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"同协:是否对" + get.translation(target) + "使用一张杀?"
)
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.targetEnabled.apply(this, arguments);
})
.set("sourcex", target)
.set("logSkill", "tongxie_effect")
.set("addCount", false);
if (targets.length > 0) event.redo();
}
},
group: ["tongxie_damage", "tongxie_count"],
},
damage: {
audio: "tongxie",
charlotte: true,
trigger: { global: "damageBegin4" },
filter: function (event, player) {
var list = player.getStorage("tongxie_effect");
if (!list.includes(event.player)) return false;
for (var i of list) {
if (i != event.player && i.isIn() && !i.hasSkill("tongxie_count2", null, null, false)) return true;
}
return false;
},
forced: true,
popup: false,
content: function () {
"step 0";
event.targets = player
.getStorage("tongxie_effect")
.filter(function (i) {
return i != trigger.player && i.isIn() && !i.hasSkill("tongxie_count2", null, null, false);
})
.sortBySeat();
event.num = 0;
"step 1";
var target = targets[num];
event.num++;
event.target = target;
target.chooseBool("同协:是否为" + get.translation(trigger.player) + "阻挡伤害?", "失去1点体力,防止" + get.translation(trigger.player) + "即将受到的" + get.cnNumber(trigger.num) + "点伤害").set("ai", function () {
var player = _status.event.player,
target = _status.event.getTrigger().player;
var trigger = _status.event.getTrigger();
var eff1 = get.damageEffect(target, trigger.source, player, trigger.nature);
if (trigger.num > 1) eff1 = Math.min(-1, eff1) * trigger.num;
var eff2 = get.effect(player, { name: "losehp" }, player, player);
return eff2 > eff1;
});
"step 2";
if (result.bool) {
target.logSkill("tongxie_damage", trigger.player);
trigger.cancel();
target.loseHp();
} else if (num < targets.length) event.goto(1);
},
},
count: {
trigger: { global: "loseHpEnd" },
charlotte: true,
forced: true,
firstDo: true,
popup: false,
silent: true,
filter: function (event, player) {
return player.getStorage("tongxie_effect").includes(event.player);
},
content: function () {
trigger.player.addTempSkill("tongxie_count2");
},
},
count2: { charlotte: true },
},
},
//群马超
olzhuiji: {
mod: {
globalFrom: function (from, to) {
if (from.hp >= to.hp) return -Infinity;
},
},
trigger: { player: "useCardToPlayered" },
shaRelated: true,
filter: function (event, player) {
return event.card.name == "sha" && event.target.countCards("he") > 0 && get.distance(player, event.target) == 1;
},
forced: true,
logTarget: "target",
content: function () {
"step 0";
var target = trigger.target;
event.target = target;
if (target.countCards("e") == 0) event._result = { index: 0 };
else
target
.chooseControl()
.set("choiceList", ["弃置一张牌", "重铸装备区的所有牌"])
.set("ai", function (card) {
var min = Infinity,
equ = 0,
es = player.getCards("e"),
hs = player.getCards("he");
for (var i of hs) {
var val = get.value(i);
min = Math.min(min, val);
if (es.includes(i)) equ += val;
}
equ /= es.length;
if (min < equ - 1) return 0;
return 1;
});
"step 1";
if (result.index == 0) {
target.chooseToDiscard("he", true);
} else {
target.recast(target.getCards("e", lib.filter.cardRecastable));
}
},
},
//蒲元
olshengong: {
audio: 2,
enable: "phaseUse",
usable: 3,
filter: function (event, player) {
var list = ["equip1", "equip2", "others"];
for (var i = 0; i < list.length; i++) {
if (player.hasSkill("olshengong_" + list[i], null, null, false)) list.splice(i--, 1);
}
if (!list.length) return false;
return player.hasCard(function (card) {
var type = get.type(card);
if (type != "equip") return false;
var subtype = get.subtype(card);
if (subtype != "equip1" && subtype != "equip2") subtype = "others";
return list.includes(subtype);
}, "eh");
},
filterCard: function (card, player) {
var type = get.type(card);
if (type != "equip") return false;
var subtype = get.subtype(card);
if (subtype != "equip1" && subtype != "equip2") subtype = "others";
return !player.hasSkill("olshengong_" + subtype, null, null, false);
},
position: "he",
check: function (card) {
var val = 7.52 - get.value(card);
if (val <= 0) return 0;
var player = _status.event.player;
if (player.getStorage("olshengong_destroy").includes(card)) val += 2;
return val;
},
content: function () {
"step 0";
var subtype = get.subtype(cards[0]);
if (subtype != "equip1" && subtype != "equip2") subtype = "others";
player.addTempSkill("olshengong_" + subtype, "phaseUseAfter");
var send = function () {
game.me.chooseControl("助力锻造!", "妨碍锻造!", "什么都不做");
game.resume();
};
var sendback = function (result, player) {
if (result) {
var index = result.index;
game.log(player, "选择了", ["#b助力锻造", "#g妨碍锻造", "#b什么都不做"][index]);
if (index > 1) return;
var card = get.cards()[0];
if (!card) return;
game.log(player, "展示了", card);
event.cardsx.push(card);
event.cards2[index].push(card);
game.broadcastAll(
function (id, card, name, index) {
var dialog = get.idDialog(id);
if (!dialog) return;
var button = ui.create.button(card, "card", dialog.buttonss[index]);
button.querySelector(".info").innerHTML = name + "|" + get.strNumber(card.number);
},
event.videoId,
card,
(function (target) {
if (target._tempTranslate) return target._tempTranslate;
var name = target.name;
if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"];
return get.translation(name);
})(player),
index
);
}
};
event.players = game.filterPlayer();
event.cardsx = [];
event.cards2 = [[], []];
event.videoId = lib.status.videoId++;
event.ai_targets = [];
game.broadcastAll(
function (name, id) {
var dialog = ui.create.dialog(name + "发起了“锻造”", "hidden", "forcebutton");
dialog.videoId = id;
dialog.classList.add("scroll1");
dialog.classList.add("scroll2");
dialog.classList.add("fullwidth");
dialog.classList.add("fullheight");
ui.arena.classList.add("choose-to-move");
dialog.buttonss = [];
var list = ["协力锻造的玩家", "妨碍锻造的玩家"];
for (var i = 0; i < list.length; i++) {
dialog.add('' + list[i] + "
");
var buttons = ui.create.div(".buttons", dialog.content);
dialog.buttonss.push(buttons);
buttons.classList.add("popup");
buttons.classList.add("guanxing");
}
dialog.open();
},
get.translation(player),
event.videoId
);
for (var i = 0; i < event.players.length; i++) {
if (event.players[i] == player) {
sendback({ index: 0 }, player);
} else if (event.players[i].isOnline()) {
event.withol = true;
event.players[i].send(send);
event.players[i].wait(sendback);
} else if (event.players[i] == game.me) {
event.withme = true;
game.me.chooseControl("助力锻造!", "妨碍锻造!", "什么都不做");
if (_status.connectMode) game.me.wait(sendback);
} else {
event.ai_targets.push(event.players[i]);
if (_status.connectMode) event.players[i].showTimer();
}
}
if (event.ai_targets.length) {
event.ai_targets.randomSort();
setTimeout(function () {
event.interval = setInterval(function () {
var target = event.ai_targets.shift();
var att = get.attitude(target, player);
var num = 2;
if (att > 0) num = 0;
else if (att < 0) num = 1;
sendback({ index: num }, target);
if (_status.connectMode) target.hideTimer();
if (!event.ai_targets.length) {
clearInterval(event.interval);
if (event.withai) game.resume();
}
}, 750);
}, 500);
}
"step 1";
if (event.withme) {
if (_status.connectMode) game.me.unwait(result);
else {
var index = result.index;
game.log(game.me, "选择了", ["#b助力锻造", "#g妨碍锻造", "#b什么都不做"][index]);
if (index > 1) return;
var card = get.cards()[0];
if (!card) return;
game.log(game.me, "展示了", card);
event.cardsx.push(card);
event.cards2[index].push(card);
game.broadcastAll(
function (id, card, name, index) {
var dialog = get.idDialog(id);
if (!dialog) return;
var button = ui.create.button(card, "card", dialog.buttonss[index]);
button.querySelector(".info").innerHTML = name + "|" + get.strNumber(card.number);
},
event.videoId,
card,
(function (target) {
if (target._tempTranslate) return target._tempTranslate;
var name = target.name;
if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"];
return get.translation(name);
})(game.me),
index
);
}
}
"step 2";
if (event.withol && !event.resultOL) {
game.pause();
}
"step 3";
if (event.ai_targets.length > 0) {
event.withai = true;
game.pause();
}
"step 4";
game.broadcastAll(function () {
setTimeout(function () {
ui.arena.classList.remove("choose-to-move");
}, 500);
});
game.delay(2);
var num1 = 0,
num2 = 0;
for (var i of event.cards2[0]) num1 += get.number(i, false);
for (var i of event.cards2[1]) num2 += get.number(i, false);
var result = 2;
if (num1 < num2) result = 0;
else if (num2 > 0) result = 1;
event.duanzao_result = result;
game.broadcastAll(
function (id, result) {
var dialog = get.idDialog(id);
if (dialog) dialog.content.firstChild.innerHTML = ["锻造失败…", "锻造成功", "完美锻造!"][result];
},
event.videoId,
result
);
"step 5";
game.cardsGotoOrdering(event.cardsx);
game.broadcastAll("closeDialog", event.videoId);
"step 6";
var subtype = get.subtype(cards[0]);
if (subtype != "equip1" && subtype != "equip2") subtype = "others";
var card_map = {
equip1: [
["diamond", 13, "bintieshuangji"],
["diamond", 1, "wuxinghelingshan"],
["spade", 13, "wutiesuolian"],
["diamond", 12, "wushuangfangtianji"],
["spade", 6, "chixueqingfeng"],
["spade", 5, "guilongzhanyuedao"],
],
equip2: [
["club", 1, "huxinjing"],
["club", 2, "heiguangkai"],
["spade", 2, "linglongshimandai"],
["club", 1, "hongmianbaihuapao"],
["spade", 2, "qimenbagua"],
["spade", 9, "guofengyupao"],
],
others: [
["diamond", 1, "zhaogujing"],
["spade", 5, "sanlve"],
["club", 12, "tianjitu"],
["spade", 2, "taigongyinfu"],
["diamond", 1, "shufazijinguan"],
["club", 4, "xuwangzhimian"],
],
};
if (!_status.olshengong_map) _status.olshengong_map = {};
if (!_status.olshengong_maken) _status.olshengong_maken = {};
var list = card_map[subtype];
for (var i = 0; i < list.length; i++) {
var name = list[i][2];
if (!lib.card[name] || _status.olshengong_map[name]) {
list.splice(i--, 1);
}
}
if (!list.length) event.finish();
else
player.chooseButton(["请选择一种装备牌", [list.randomGets(event.duanzao_result + 1), "vcard"]], true).set("ai", function (button) {
return get.value({ name: button.link[2] }, player, "raw");
});
"step 7";
var name = result.links[0][2];
var card;
if (_status.olshengong_maken[name]) card = _status.olshengong_maken[name];
else {
card = game.createCard2(name, result.links[0][0], result.links[0][1]);
_status.olshengong_maken[name] = card;
}
event.card = card;
player.addSkill("olshengong_destroy");
player.markAuto("olshengong_destroy", [card]);
if (
!game.hasPlayer(function (current) {
return current.canEquip(card);
})
) {
event.finish();
return;
}
player
.chooseTarget(true, "将" + get.translation(card) + "置于一名角色的装备区内", function (card, player, target) {
return target.canEquip(_status.event.card, true);
})
.set("card", card)
.set("ai", function (target) {
var card = _status.event.getParent().card,
player = _status.event.player;
return get.effect(target, card, player, player);
});
"step 8";
if (result.bool) {
_status.olshengong_map[card.name] = true;
var target = result.targets[0];
player.line(target, "green");
target.$gain2(card);
game.delayx();
target.equip(card);
}
},
ai: {
order: 10,
result: { player: 1 },
},
subSkill: {
equip1: { charlotte: true },
equip2: { charlotte: true },
others: { charlotte: true },
destroy: {
trigger: { global: ["loseEnd", "cardsDiscardEnd"] },
forced: true,
charlotte: true,
popup: false,
onremove: true,
filter: function (event, player) {
if (event.name == "lose" && event.position != ui.discardPile) return false;
var storage = player.storage.olshengong_destroy;
if (!storage) return false;
for (var i of event.cards) {
if (storage.includes(i)) return true;
}
return false;
},
content: function () {
var cards = [];
var storage = player.storage.olshengong_destroy;
for (var i of trigger.cards) {
if (storage.includes(i)) {
delete _status.olshengong_map[i.name];
storage.remove(i);
cards.push(i);
}
}
game.cardsGotoSpecial(cards);
game.log(cards, "被移出了游戏");
player.addTempSkill("olshengong_draw");
player.addMark("olshengong_draw", cards.length, false);
if (!storage.length) player.removeSkill("olshengong_destroy");
},
},
draw: {
audio: "olshengong",
trigger: { global: "phaseJieshuBegin" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return player.countMark("olshengong_draw") > 0;
},
content: function () {
player.draw(player.countMark("olshengong_draw"));
},
},
},
},
olqisi: {
audio: 2,
trigger: { player: "phaseDrawBegin2" },
filter: function (event, player) {
return !event.numFixed && event.num > 0;
},
check: function (event, player) {
if (player.hasEmptySlot(2) || player.hasEmptySlot(5) || player.hasEmptySlot(1)) return true;
return false;
},
prompt2: "摸牌阶段开始时,你可以少摸一张牌并声明一种装备牌的副类别,然后从牌堆或弃牌堆中获得一张该副类别的牌。",
content: function () {
"step 0";
player
.chooseControl("equip1", "equip2", "equip6", "equip5")
.set("prompt", "选择获得一种副类别的装备牌")
.set("ai", function (card) {
if (player.hasEmptySlot(2)) return "equip2";
if (player.hasEmptySlot(5)) return "equip5";
if (player.hasEmptySlot(1)) return "equip1";
return "equip6";
});
"step 1";
var card = get.cardPile(function (card) {
var type = get.subtype(card);
if (result.control == "equip6") return type == "equip3" || type == "equip4";
return type == result.control;
});
if (card) {
trigger.num--;
player.gain(card, "gain2");
}
},
group: "olqisi_init",
subSkill: {
init: {
audio: "olqisi",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
"step 0";
var i = 0;
var list = [];
while (i++ < 2) {
var card = get.cardPile(function (card) {
if (get.type(card) != "equip") return false;
return list.length == 0 || get.subtype(card) != get.subtype(list[0]);
});
if (card) list.push(card);
}
if (!list.length) {
event.finish();
return;
}
event.list = list;
player.gain(event.list, "gain2");
"step 1";
game.delay(1);
var card = event.list.shift();
if (player.getCards("h").includes(card)) {
player.$give(card, player, false);
player.equip(card);
}
if (event.list.length) event.redo();
},
},
},
},
//蒲元衍生
zhaogujing_skill: {
equipSkill: true,
trigger: { player: "phaseUseEnd" },
direct: true,
filter: function (event, player) {
return player.hasCard(function (card) {
if (_status.connectMode) return true;
var type = get.type(card, player);
return type == "basic" || type == "trick";
}, "h");
},
content: function () {
"step 0";
player
.chooseCard("h", get.prompt("zhaogujing_skill"), "展示并视为使用一张基本牌或普通锦囊牌", function (card, player) {
var type = get.type(card, player);
return type == "basic" || type == "trick";
})
.set("ai", function (card) {
var player = _status.event.player,
name = get.name(card, player);
if (name == "jiu") return 0;
return player.getUseValue({
name: name,
nature: get.nature(card, player),
isCard: true,
});
});
"step 1";
if (result.bool) {
player.logSkill("zhaogujing_skill");
player.showCards(result.cards, get.translation(player) + "发动了【照骨镜】");
var card = {
name: get.name(result.cards[0], player),
nature: get.nature(result.cards[0], player),
isCard: true,
};
player.chooseUseTarget(card, true, false);
}
},
},
sanlve_skill: {
equipSkill: true,
mod: {
maxHandcard: function (player, num) {
return num + 1;
},
attackRange: function (player, num) {
return num + 1;
},
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1;
},
},
},
xuwangzhimian: {
equipSkill: true,
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
trigger.num += 2;
},
mod: {
maxHandcard: function (player, num) {
return num - 1;
},
},
},
shufazijinguan_skill: {
equipSkill: true,
trigger: {
player: "phaseZhunbeiBegin",
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("shufazijinguan"), "对一名其他角色造成1点伤害", function (card, player, target) {
return player != target;
})
.set("ai", function (target) {
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool) {
player.logSkill("shufazijinguan_skill", result.targets[0]);
result.targets[0].damage();
}
},
},
qimenbagua: {
equipSkill: true,
trigger: { target: "useCardToBefore" },
forced: true,
filter: function (event, player) {
if (event.card.name != "sha") return false;
if (player.hasSkillTag("unequip2")) return false;
if (
event.player.hasSkillTag("unequip", false, {
name: event.card ? event.card.name : null,
target: player,
card: event.card,
})
)
return false;
return true;
},
content: function () {
trigger.cancel();
},
ai: {
effect: {
target_use(card, player, target) {
if (card.name != "sha") return;
if (
target.hasSkillTag("unequip2") ||
player.hasSkillTag("unequip", false, {
name: card ? card.name : null,
target: player,
card: card,
}) ||
player.hasSkillTag("unequip_ai", false, {
name: card ? card.name : null,
target: player,
card: card,
})
)
return;
return "zerotarget";
},
},
},
},
guofengyupao: {
equipSkill: true,
mod: {
targetEnabled: function (card, player, target) {
if (player == target || get.type(card) != "trick") return;
if (target.hasSkillTag("unequip2")) return;
if (
player.hasSkillTag("unequip", false, {
name: card ? card.name : null,
target: player,
card: card,
})
)
return;
return false;
},
},
},
hongmianbaihuapao_skill: {
equipSkill: true,
trigger: {
player: "damageBegin4",
},
filter: function (event, player) {
if (!event.hasNature("linked")) return false;
if (player.hasSkillTag("unequip2")) return false;
if (
event.source &&
event.source.hasSkillTag("unequip", false, {
name: event.card ? event.card.name : null,
target: player,
card: event.card,
})
)
return false;
return true;
},
forced: true,
content: function () {
trigger.cancel();
},
ai: {
nofire: true,
nothunder: true,
effect: {
target: function (card, player, target, current) {
if (!get.tag(card, "natureDamage")) return;
if (
!target.hasSkillTag("unequip2") &&
!player.hasSkillTag("unequip", false, {
name: card ? card.name : null,
target: player,
card: card,
}) &&
!player.hasSkillTag("unequip_ai", false, {
name: card ? card.name : null,
target: player,
card: card,
})
)
return "zerotarget";
},
},
},
},
linglongshimandai_skill: {
equipSkill: true,
trigger: {
target: "useCardToTargeted",
},
filter: function (event, player) {
if ((event.targets && event.targets.length > 1) || event.player == player) return false;
if (player.hasSkillTag("unequip2")) return false;
var evt = event.getParent();
if (
evt.player &&
evt.player.hasSkillTag("unequip", false, {
name: evt.card ? evt.card.name : null,
target: player,
card: evt.card,
})
)
return false;
return true;
},
audio: true,
check: function (event, player) {
return get.effect(player, event.card, event.player, player) <= 0;
},
prompt2: event => "进行一次判定。若结果为♥,则" + get.translation(event.card) + "对你无效",
content: function () {
"step 0";
player.judge("linglongshimandai", function (card) {
return get.suit(card) == "heart" ? 1.5 : -0.5;
}).judge2 = function (result) {
return result.bool ? true : false;
};
"step 1";
if (result.judge > 0) {
trigger.getParent().excluded.add(player);
}
},
ai: {
effect: {
target_use(card, player, target, effect) {
if (
effect > 0 ||
player.hasSkillTag("unequip", false, {
name: card ? card.name : null,
target: player,
card: card,
}) ||
player.hasSkillTag("unequip_ai", false, {
name: card ? card.name : null,
target: player,
card: card,
})
)
return;
return 0.75;
},
},
},
},
bintieshuangji_skill: {
trigger: { player: "shaMiss" },
filter: function (event, player) {
return player.hp > 0;
},
prompt2: function (event, player) {
var prompt = "失去1点体力,然后";
var cards = event.cards.filterInD();
if (cards.length) prompt += "获得" + get.translation(cards) + "、";
prompt += "摸一张牌、本回合使用【杀】的次数上限+1";
return prompt;
},
check: function (event, player) {
if (get.effect(player, { name: "losehp" }, player, player) > 0) return true;
return player.hp > event.target.hp && event.cards.filterInD().length > 0;
},
content: function () {
"step 0";
player.loseHp();
"step 1";
var cards = trigger.cards.filterInD();
if (cards.length) player.gain(cards, "gain2");
player.draw();
"step 2";
player.addTempSkill("bintieshuangji_skill_effect");
player.addMark("bintieshuangji_skill_effect", 1, false);
},
subSkill: {
effect: {
charlotte: true,
intro: { content: "使用【杀】的次数上限+#" },
onremove: true,
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("bintieshuangji_skill_effect");
},
},
},
},
},
chixueqingfeng: {
equipSkill: true,
trigger: { player: "useCardToPlayered" },
filter: function (event) {
return event.card.name == "sha";
},
logTarget: "target",
forced: true,
content: function () {
var target = trigger.target;
target.addTempSkill("chixueqingfeng2");
target.markAuto("chixueqingfeng2", [trigger.card]);
},
ai: {
unequip_ai: true,
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.card && arg.card.name == "sha") return true;
return false;
},
},
},
chixueqingfeng2: {
equipSkill: true,
trigger: { global: "useCardAfter" },
forced: true,
charlotte: true,
popup: false,
firstDo: true,
onremove: true,
filter: function (event, player) {
return player.storage.chixueqingfeng2 && player.storage.chixueqingfeng2.includes(event.card);
},
content: function () {
player.storage.chixueqingfeng2.remove(trigger.card);
if (!player.storage.chixueqingfeng2.length) player.removeSkill("chixueqingfeng2");
},
mark: true,
marktext: "※",
intro: {
content: "防具技能无效,且不能使用或打出手牌",
},
mod: {
cardEnabled2: function (card) {
if (get.position(card) == "h") return false;
},
},
ai: {
unequip2: true,
},
},
guilongzhanyuedao: {
equipSkill: true,
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
return event.card && event.card.name == "sha" && get.color(event.card) == "red";
},
content: function () {
trigger.directHit.addArray(game.players);
},
ai: {
unequip_ai: true,
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.card && arg.card.name == "sha" && get.color(arg.card) == "red") return true;
return false;
},
},
},
wushuangfangtianji_skill: {
equipSkill: true,
trigger: {
source: "damageSource",
},
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.getParent().type == "card";
},
direct: true,
content: function () {
"step 0";
var target = trigger.player;
var choices = ["摸一张牌"];
if (
target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target);
}, "he")
)
choices.push("弃置" + get.translation(target) + "的一张牌");
player
.chooseControl("cancel2")
.set("choiceList", choices)
.set("prompt", get.prompt("wushuangfangtianji_skill"))
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getTrigger().player;
if (
target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target);
}, "he") &&
get.effect(target, { name: "guohe_copy2" }, player, player) > get.effect(player, { name: "draw" }, player, player)
)
return 1;
return 0;
});
"step 1";
if (result.control == "cancel2") return;
if (result.index == 0) {
player.logSkill("wushuangfangtianji_skill");
player.draw();
} else {
var target = trigger.player;
player.logSkill("wushuangfangtianji_skill", target);
player.discardPlayerCard(target, "he", true);
}
},
},
//芮姬
qiaoli: {
onChooseToUse: function (event) {
if (event.type == "phase" && !game.online && !(event.qiaoli_equip1 && event.qiaoli_noequip1)) {
var player = event.player;
var evt = event.getParent("phaseUse");
if (
player.getHistory("useCard", function (evtx) {
return evtx.getParent("phaseUse") == evt && evtx.skill == "qiaoli" && get.subtype(evtx.cards[0]) == "equip1";
}).length
)
event.set("qiaoli_equip1", true);
if (
player.getHistory("useCard", function (evtx) {
return evtx.getParent("phaseUse") == evt && evtx.skill == "qiaoli" && get.subtype(evtx.cards[0]) != "equip1";
}).length
)
event.set("qiaoli_noequip1", true);
}
},
audio: 2,
enable: "phaseUse",
viewAs: {
name: "juedou",
qiaoli: true,
},
filterCard: function (card, player) {
if (get.type(card) != "equip") return false;
var event = _status.event;
if (get.subtype(card) == "equip1" && event.qiaoli_equip1) return false;
if (get.subtype(card) != "equip1" && event.qiaoli_noequip1) return false;
return true;
},
viewAsFilter: function (player) {
return (
player.isPhaseUsing() &&
player.hasCard(function (card) {
return lib.skill.qiaoli.filterCard(card, player);
}, "hes")
);
},
check: function (card) {
if (get.position(card) == "e") return 7.5 - get.value(card);
return 12 - _status.event.player.getUseValue(card);
},
position: "hes",
precontent: function () {
player.addTempSkill("qiaoli_norespond");
player.addTempSkill("qiaoli_effect");
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return arg && arg.card && arg.card.name == "juedou" && _status.event.skill == "qiaoli";
},
},
subSkill: {
norespond: {
charlotte: true,
trigger: { player: "useCard1" },
filter: function (event, player) {
return event.card.qiaoli && get.subtype(event.cards[0]) != "equip1";
},
forced: true,
popup: false,
content: function () {
player.addTempSkill("qiaoli_gain");
trigger.directHit.addArray(game.players);
game.log(trigger.card, "不可被响应");
},
},
effect: {
charlotte: true,
trigger: { source: "damageSource" },
filter: function (event, player) {
return event.card && event.cards && event.card.qiaoli && get.subtype(event.cards[0]) == "equip1";
},
forced: true,
popup: false,
content: function () {
"step 0";
var card = trigger.cards[0];
var num = 1;
var info = get.info(card, false);
if (info && info.distance && typeof info.distance.attackFrom == "number") num -= info.distance.attackFrom;
player.draw(num);
"step 1";
var cards = result;
if (get.itemtype(cards) != "cards") {
event.finish(5);
return;
}
var hs = player.getCards("h");
cards = cards.filter(function (card) {
return hs.includes(card);
});
if (!cards.length) {
event.finish(5);
return;
}
event.cards = cards;
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
"step 2";
player.chooseCardTarget({
filterCard: function (card) {
return _status.event.cards.includes(card) && !card.hasGaintag("qiaoli_given");
},
cards: cards,
filterTarget: lib.filter.notMe,
selectCard: [1, cards.length],
prompt: "是否将获得的牌分配给其他角色?",
ai1: function (card) {
return -1;
},
ai2: function (target) {
return -1;
},
});
"step 3";
if (result.bool) {
var res = result.cards,
target = result.targets[0].playerid;
player.addGaintag(res, "qiaoli_given");
cards.removeArray(res);
if (!event.given_map[target]) event.given_map[target] = [];
event.given_map[target].addArray(res);
if (cards.length) event.goto(2);
}
"step 4";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
});
game.stopCountChoose();
}
for (var i in event.given_map) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
source.gain(event.given_map[i], player, "giveAuto");
}
event.next.sort(function (a, b) {
return lib.sort.seat(a.player, b.player);
});
},
},
gain: {
charlotte: true,
audio: "qiaoli",
trigger: { player: "phaseJieshuBegin" },
forced: true,
content: function () {
var card = get.cardPile2(function (card) {
return get.type(card) == "equip";
});
if (card) player.gain(card, "gain2");
},
},
},
},
qingliang: {
audio: 2,
trigger: { target: "useCardToTarget" },
filter: function (event, player) {
if (event.targets.length != 1) return false;
var bool1 = event.card.name == "sha";
var bool2 = get.type2(event.card) == "trick" && get.tag(event.card, "damage");
if (!bool1 && !bool2) return false;
return player != event.player && player.countCards("h") > 0;
},
usable: 1,
logTarget: "player",
check: function (event, player) {
if (get.attitude(player, event.player) > 0 || event.player.hasSkillTag("nogain")) return true;
var eff = get.effect(player, event.card, event.player, player);
if (eff >= 0) return false;
var suits = [],
banned = [],
hs = player.getCards("h");
for (var i of hs) {
var suit = get.suit(i, player);
suits.add(suit);
if (!lib.filter.cardDiscardable(i, player, "qingliang")) banned.add(suit);
}
suits.removeArray(banned);
for (var i of suits) {
var cards = player.getCards("h", function (card) {
return get.suit(card, player) == i;
});
if (-eff / 2 - get.value(cards, player) > 0) return true;
}
return false;
},
content: function () {
"step 0";
player.showHandcards(get.translation(player) + "发动了【清靓】");
"step 1";
var suits = [],
banned = [],
hs = player.getCards("h");
for (var i of hs) {
var suit = get.suit(i, player);
suits.add(suit);
if (!lib.filter.cardDiscardable(i, player, "qingliang")) banned.add(suit);
}
if (suits.length > banned.length) {
player
.chooseControl()
.set("choiceList", ["和" + get.translation(trigger.player) + "各摸一张牌", "弃置一种花色的所有手牌,令" + get.translation(trigger.card) + "对自己无效"])
.set("ai", function () {
var player = _status.event.player,
event = _status.event.getTrigger();
if (get.attitude(player, event.player) > 0 || event.player.hasSkillTag("nogain")) return 0;
return 1;
});
event.suits = suits;
suits.removeArray(banned);
suits.sort();
} else {
event._result = { index: 0 };
}
"step 2";
if (result.index == 0) {
var list = [player, trigger.player].sortBySeat();
list[0].draw("nodelay");
list[1].draw();
event.finish();
} else {
if (event.suits.length == 1) event._result = { control: event.suits[0] };
else
player
.chooseControl(event.suits)
.set("prompt", "选择弃置一种花色的所有牌")
.set("ai", function () {
var player = _status.event.player,
list = _status.event.controls.slice(0);
var gett = function (suit) {
var cards = player.getCards("h", function (card) {
return get.suit(card, player) == suit;
});
return get.value(cards);
};
return list.sort(function (b, a) {
return gett(b) - gett(a);
})[0];
});
}
"step 3";
var cards = player.getCards("h", function (card) {
return get.suit(card) == result.control;
});
if (cards.length) player.discard(cards);
trigger.targets.remove(player);
trigger.getParent().triggeredTargets2.remove(player);
trigger.untrigger();
},
},
//卫兹
yuanzi: {
audio: 2,
trigger: { global: "phaseZhunbeiBegin" },
logTarget: "player",
filter: function (event, player) {
return player != event.player && event.player.isIn() && player.countCards("h") > 0 && !player.hasSkill("yuanzi_round", null, null, false);
},
check: function (event, player) {
if (event.player.hasJudge("lebu") || get.attitude(player, event.player) < 2) return false;
return game.hasPlayer(function (current) {
return current !== player && current !== event.player && event.player.inRange(current) && get.attitude(event.player, current) < 0;
});
},
content: function () {
var cards = player.getCards("h");
player.give(cards, trigger.player);
player.addTempSkill("yuanzi_effect");
player.addTempSkill("yuanzi_round", "roundStart");
},
subSkill: {
effect: {
charlotte: true,
audio: "yuanzi",
trigger: { global: "damageSource" },
forced: true,
filter: function (event, player) {
var source = event.source;
return source && source == _status.currentPhase && player.countCards("h") <= source.countCards("h");
},
content: function () {
player.draw(2);
},
},
round: { charlotte: true },
},
},
liejie: {
audio: 2,
trigger: { player: "damageEnd" },
direct: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
var source = trigger.source;
var prompt2 = "弃置至多三张牌并摸等量的牌";
if (source) prompt2 += ",若弃置的牌中有红色牌,则弃置" + get.translation(source) + "至多等量的牌";
var next = player.chooseToDiscard("he", [1, 3], get.prompt("liejie"), prompt2);
next.set("ai", function (card) {
return 6 - get.value(card);
});
if (source) next.logSkill = ["liejie", source];
else next.logSkill = "liejie";
"step 1";
if (result.bool) {
var cards = result.cards;
player.draw(cards.length);
if (trigger.source) {
var num = cards.filter(function (i) {
return get.color(i, player) == "red";
}).length;
if (num > 0) player.discardPlayerCard(trigger.source, "he", [1, num]).set("forceAuto", true);
}
}
},
},
//滕芳兰
luochong: {
audio: 2,
trigger: { player: ["phaseZhunbeiBegin", "damageEnd"] },
direct: true,
filter: function (event, player) {
if (event.name == "damage") {
var history = player.getHistory("damage");
if (history.indexOf(event) != 0) return false;
}
var storage1 = player.storage.luochong_round,
storage2 = player.getStorage("luochong");
if (!storage1) storage1 = [[], []];
for (var i = 0; i < 4; i++) {
if (
!storage1[0].includes(i) &&
!storage2.includes(i) &&
game.hasPlayer(function (current) {
return !storage1[1].includes(current) && lib.skill.luochong.filterx[i](current);
})
)
return true;
}
return false;
},
filterx: [target => target.isDamaged(), () => true, target => target.countCards("he") > 0, () => true],
onremove: true,
content: function () {
"step 0";
var list = [];
var choiceList = ["令一名角色回复1点体力。", "令一名角色失去1点体力。", "令一名角色弃置两张牌。", "令一名角色摸两张牌。"];
var storage1 = player.storage.luochong_round,
storage2 = player.getStorage("luochong");
if (!storage1) storage1 = [[], []];
for (var i = 0; i < 4; i++) {
if (storage2.includes(i)) {
choiceList[i] = '' + choiceList[i] + "";
} else if (
storage1[0].includes(i) ||
!game.hasPlayer(function (current) {
return !storage1[1].includes(current) && lib.skill.luochong.filterx[i](current);
})
) {
choiceList[i] = '' + choiceList[i] + "";
} else list.push("选项" + get.cnNumber(i + 1, true));
}
list.push("cancel2");
player
.chooseControl(list)
.set("prompt", get.prompt("luochong"))
.set("choiceList", choiceList)
.set("ai", function () {
var player = _status.event.player;
var list = _status.event.controls.slice(0);
var listx = (player.storage.luochong_round || [[], []])[1];
var gett = function (choice) {
if (choice == "cancel2") return 0.1;
var max = 0,
func = {
选项一: function (current) {
if (current.isDamaged()) max = Math.max(max, get.recoverEffect(current, player, player));
},
选项二: function (target) {
max = Math.max(max, get.effect(target, { name: "losehp" }, player, player));
},
选项三: function (target) {
var num = target.countDiscardableCards(player, "he");
if (num > 0) max = Math.max(max, Math.sqrt(Math.min(2, num)) * get.effect(target, { name: "guohe_copy2" }, player, player));
},
选项四: function (target) {
max = Math.max(max, 2 * get.effect(target, { name: "draw" }, player, player));
},
}[choice];
game.countPlayer(function (current) {
if (!listx.includes(current)) func(current);
});
return max;
};
return list.sort(function (a, b) {
return gett(b) - gett(a);
})[0];
});
"step 1";
if (result.control != "cancel2") {
var index = ["选项一", "选项二", "选项三", "选项四"].indexOf(result.control);
event.index = index;
var listx = (player.storage.luochong_round || [[], []])[1];
var list = [
[
"选择一名角色,令其回复1点体力",
function (target) {
var player = _status.event.player;
return get.recoverEffect(target, player, player);
},
],
[
"选择一名角色,令其失去1点体力",
function (target) {
return get.effect(target, { name: "losehp" }, player, player);
},
],
[
"选择一名角色,令其弃置两张牌",
function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player) * Math.sqrt(Math.min(2, target.countCards("he")));
},
],
[
"选择一名角色,令其摸两张牌",
function (target) {
var player = _status.event.player;
return 2 * get.effect(target, { name: "draw" }, player, player);
},
],
][index];
var targets = game.filterPlayer(function (current) {
return !listx.includes(current) && lib.skill.luochong.filterx[event.index](current);
});
var next = player.chooseTarget(list[0], true, function (card, player, target) {
return _status.event.targets.includes(target);
});
next.set("targets", targets);
next.set("ai", list[1]);
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
player.logSkill("luochong", target);
if (player != target) player.addExpose(0.2);
player.addTempSkill("luochong_round", "roundStart");
if (!player.storage.luochong_round) player.storage.luochong_round = [[], []];
player.storage.luochong_round[0].push(event.index);
player.storage.luochong_round[1].push(target);
switch (event.index) {
case 0:
target.recover();
break;
case 1:
target.loseHp();
break;
case 2:
target.chooseToDiscard(true, "he", 2);
break;
case 3:
target.draw(2);
break;
}
}
},
subSkill: {
round: {
charlotte: true,
onremove: true,
},
},
},
aichen: {
audio: 2,
trigger: { player: "dying" },
forced: true,
filter: function (event, player) {
return player.hasSkill("luochong", null, null, false) && player.getStorage("luochong").length < 3;
},
content: function () {
"step 0";
//var num=1-player.hp;
//if(num>0) player.recover(num);
var list = [];
var choiceList = ["令一名角色回复1点体力。", "令一名角色失去1点体力。", "令一名角色弃置两张牌。", "令一名角色摸两张牌。"];
var storage2 = player.getStorage("luochong");
for (var i = 0; i < 4; i++) {
if (storage2.includes(i)) {
choiceList[i] = '' + choiceList[i] + "";
} else list.push("选项" + get.cnNumber(i + 1, true));
}
player
.chooseControl(list)
.set("prompt", "哀尘:选择移去一个〖落宠〗的选项")
.set("choiceList", choiceList)
.set("ai", function () {
var controls = _status.event.controls.slice(0);
var list = ["选项三", "选项四", "选项二", "选项一"];
for (var i of list) {
if (controls.includes(i)) return i;
}
return 0;
});
"step 1";
var index = ["选项一", "选项二", "选项三", "选项四"].indexOf(result.control);
player.markAuto("luochong", [index]);
game.log(player, "移去了", "#g【落宠】", "的", "#y" + ["令一名角色回复1点体力", "令一名角色失去1点体力", "令一名角色弃置两张牌", "令一名角色摸两张牌"][index], "的选项");
},
ai: {
combo: "luochong",
neg: true,
},
},
//SP孟获
spmanwang: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("he") > 0;
},
filterCard: true,
position: "he",
selectCard: [1, Infinity],
check: function (card) {
var player = _status.event.player;
var max = Math.min(player.isDamaged() ? 3 : 2, 4 - player.countMark("spmanwang"));
if (!max && !player.hasSkill("sppanqin")) return 0;
if (max == 0 && ui.selected.length > 0) return 0;
return 7 - ui.selected.cards.length - get.value(card);
},
content: function () {
var num = Math.min(cards.length, 4 - player.countMark("spmanwang"));
if (num >= 1) player.addSkills("sppanqin");
if (num >= 2) player.draw();
if (num >= 3) player.recover();
if (num >= 4) {
player.draw(2);
player.removeSkills("sppanqin");
}
},
intro: { content: "已经移去过#个选项" },
ai: {
order: 2,
result: {
player: function (player, target) {
if (player.getUseValue({ name: "nanman" }) <= 0) return 0;
if (player.getStat("skill").spmanwang && player.hasSkill("sppanqin")) return 0;
return 1;
},
},
},
derivation: "sppanqin",
},
sppanqin: {
audio: 2,
trigger: { player: ["phaseUseEnd", "phaseDiscardEnd"] },
filter: function (event, player) {
var cards = [],
bool = true;
player.getHistory("lose", function (evt) {
if (!bool || evt.type != "discard" || evt.getParent(event.name) != event) return false;
for (var i of evt.cards2) {
if (get.position(i, true) == "d") {
cards.add(i);
if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) bool = false;
}
}
});
if (!bool || !cards.length) return false;
return player.hasUseTarget(get.autoViewAs({ name: "nanman" }, cards));
},
prompt2: function (event, player) {
var cards = [];
player.getHistory("lose", function (evt) {
if (evt.type != "discard" || evt.getParent(event.name) != event) return false;
for (var i of evt.cards2) {
if (get.position(i, true) == "d") {
cards.add(i);
}
}
});
return "将" + get.translation(cards) + "(共计" + get.cnNumber(cards.length) + "张牌)当做【南蛮入侵】使用";
},
check: function (event, player) {
var cards = [],
bool = true;
player.getHistory("lose", function (evt) {
if (!bool || evt.type != "discard" || evt.getParent(event.name) != event) return false;
for (var i of evt.cards2) {
if (get.position(i, true) == "d") {
cards.add(i);
if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) bool = false;
}
}
});
if (!bool || !cards.length) return false;
return player.hasValueTarget(get.autoViewAs({ name: "nanman" }, cards));
},
content: function () {
"step 0";
var cards = [];
player.getHistory("lose", function (evt) {
if (evt.type != "discard" || evt.getParent(trigger.name) != trigger) return false;
for (var i of evt.cards2) {
if (get.position(i, true) == "d") {
cards.add(i);
}
}
});
player.chooseUseTarget(true, { name: "nanman" }, cards);
player.addTempSkill("sppanqin_eff");
},
subSkill: {
eff: {
trigger: { player: "useCard" },
charlotte: true,
forced: true,
popup: false,
filter: function (event, player) {
return event.card.name == "nanman" && event.getParent(2).name == "sppanqin" && player.countMark("spmanwang") < 4 && player.hasSkill("spmanwang", null, null, false) && event.cards.length <= event.targets.length;
},
content: function () {
player.addMark("spmanwang", 1, false);
switch (player.countMark("spmanwang")) {
case 1:
player.draw(2);
player.removeSkills("sppanqin");
break;
case 2:
player.recover();
break;
case 3:
player.draw();
break;
case 4:
player.addSkills("sppanqin");
break;
}
},
},
},
},
//清河公主
zengou: {
audio: 2,
trigger: { global: "useCard" },
filter: function (event, player) {
return (
event.card.name == "shan" &&
player.inRange(event.player) &&
(player.hp > 0 ||
player.hasCard(function (card) {
return get.type(card) != "basic" && lib.filter.cardDiscardable(card, player, "zengou");
}, "eh"))
);
},
logTarget: "player",
check: function (event, player) {
if (get.attitude(player, event.player) >= 0) return false;
if (get.damageEffect(event.player, event.getParent(3).player, player, get.nature(event.card)) <= 0) return false;
if (
player.hasCard(function (card) {
return get.type(card) != "basic" && get.value(card) < 7 && lib.filter.cardDiscardable(card, player, "zengou");
}, "eh")
)
return true;
return player.hp > Math.max(1, event.player.hp);
},
content: function () {
"step 0";
trigger.all_excluded = true;
var str = "弃置一张非基本牌";
if (player.hp > 0) str += ",或点「取消」失去1点体力";
var next = player
.chooseToDiscard(
str,
function (card) {
return get.type(card) != "basic";
},
"he"
)
.set("ai", function (card) {
return 7 - get.value(card);
});
if (player.hp <= 0) next.set("forced", true);
"step 1";
if (!result.bool) player.loseHp();
"step 2";
var cards = trigger.cards.filterInD();
if (cards.length) player.gain(cards, "gain2");
},
},
qhzhangji: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
if (!event.player.isIn()) return false;
if (player.getHistory("sourceDamage").length > 0) return true;
if (player.getHistory("damage").length > 0) return event.player.countCards("he") > 0;
return false;
},
content: function () {
"step 0";
event.target = trigger.player;
if (player.getHistory("sourceDamage").length)
player
.chooseBool(get.prompt("qhzhangji", event.target), "令" + get.translation(event.target) + "摸两张牌")
.set("choice", get.attitude(player, event.target) > 0)
.set("ai", () => _status.event.choice);
else event.goto(2);
"step 1";
if (result.bool) {
player.logSkill("qhzhangji", target);
event.logged = true;
target.draw(2);
}
"step 2";
if (target.isIn() && target.countCards("he") > 0 && player.getHistory("damage").length > 0)
player
.chooseBool(get.prompt("qhzhangji", event.target), "令" + get.translation(event.target) + "弃置两张牌")
.set("choice", get.attitude(player, event.target) < 0)
.set("ai", () => _status.event.choice);
else event.finish();
"step 3";
if (result.bool) {
if (!event.logged) player.logSkill("qhzhangji", target);
target.chooseToDiscard("he", true, 2);
}
},
},
//十周年夏侯霸
rebaobian: {
audio: 2,
trigger: { player: "damageEnd" },
filter: function (event, player) {
for (var i of lib.skill.rebaobian.derivation) {
if (!player.hasSkill(i, null, null, false)) return true;
}
return false;
},
forced: true,
content: function () {
for (var i of lib.skill.rebaobian.derivation) {
if (!player.hasSkill(i, null, null, false)) {
player.addSkills(i);
break;
}
}
},
ai: {
maixie: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage") && !target.hasSkill("oltiaoxin", null, null, false)) {
if (!target.hasFriend()) return;
if (target.hp >= 4) return [0, 1];
}
},
},
},
derivation: ["tiaoxin", "new_repaoxiao", "xinshensu"],
},
//范强张达
yuanchou: {
audio: 2,
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
filter: function (event) {
return event.card.name == "sha" && get.color(event.card) == "black";
},
forced: true,
logTarget: "target",
content: function () {
trigger.target.addTempSkill("qinggang2");
trigger.target.storage.qinggang2.add(trigger.card);
},
ai: {
unequip_ai: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.name == "sha" && get.color(arg.card) == "black") return true;
return false;
},
},
global: "yuanchou_ai",
subSkill: {
ai: {
unequip_ai: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.name == "sha" && get.color(arg.card) == "black" && arg.target && arg.target.hasSkill("yuanchou")) return true;
return false;
},
},
},
},
juesheng: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "orange",
viewAs: { name: "juedou", isCard: true },
filterCard: () => false,
selectCard: -1,
precontent: function () {
player.awakenSkill("juesheng");
player.addTempSkill("juesheng_counter");
},
ai: {
result: {
player: function (player, target) {
return target.getAllHistory("useCard", evt => evt.card.name == "sha").length * lib.card.juedou.ai.result.player.apply(this, arguments);
},
target: function (player, target) {
var num = target.getAllHistory("useCard", evt => evt.card.name == "sha").length;
if (num < target.hp) return 0;
return num * lib.card.juedou.ai.result.target;
},
},
},
subSkill: {
counter: {
trigger: { global: "damageBegin1" },
forced: true,
charlotte: true,
filter: function (event, player) {
var evt = event.getParent();
return evt.skill == "juesheng" && evt.player == player;
},
content: function () {
var target = trigger.getParent().target;
trigger.num = Math.max(1, target.getAllHistory("useCard", evt => evt.card.name == "sha").length);
target.addTempSkills("juesheng", { player: "phaseAfter" });
},
},
},
},
//田之间
saodi: {
audio: 2,
trigger: {
player: "useCardToPlayer",
},
direct: true,
filter: function (event, player) {
if (event.targets.length != 1 || event.target == player || event.target.hasSkill("nodis")) return false;
if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
var target = event.target;
var left = [],
right = [],
left2 = player,
right2 = player;
while (left2 != target && right2 != target) {
left2 = left2.getPrevious();
right2 = right2.getNext();
if (left2 != target) left.push(left2);
if (right2 != target) right.push(right2);
}
if (target == left2) {
for (var i of left) {
if (lib.filter.targetEnabled2(event.card, player, i)) return true;
}
}
if (target == right2) {
for (var i of right) {
if (lib.filter.targetEnabled2(event.card, player, i)) return true;
}
}
return false;
},
aiJudge: function (card, player, target, bool) {
var left = [],
right = [],
left2 = player,
right2 = player,
left3 = false,
right3 = false;
var eff_left = 0,
eff_right = 0;
while (left2 != target && right2 != target) {
left2 = left2.getPrevious();
right2 = right2.getNext();
if (left2 != target) left.push(left2);
if (right2 != target) right.push(right2);
}
if (target == left2) {
for (var i of left) {
if (lib.filter.targetEnabled2(card, player, i)) {
left3 = true;
eff_left += get.effect(i, card, player, player);
}
}
}
if (target == right2) {
for (var i of right) {
if (lib.filter.targetEnabled2(card, player, i)) {
right3 = true;
eff_right += get.effect(i, card, player, player);
}
}
}
if (left3 && right3) {
if (!bool) return Math.max(eff_left, eff_right);
if (eff_left > Math.max(0, eff_right)) return "↖顺时针";
if (eff_right > Math.max(0, eff_left)) return "逆时针↗";
return "cancel2";
} else if (left3) {
if (bool) return eff_left > 0 ? "↖顺时针" : "cancel2";
return eff_left;
} else if (right3) {
if (bool) return eff_right > 0 ? "逆时针↗" : "cancel2";
return eff_right;
} else return bool ? "cancel2" : 0;
},
content: function () {
"step 0";
var choices = [];
var target = trigger.target;
var left = [],
right = [],
left2 = player,
right2 = player;
while (left2 != target && right2 != target) {
left2 = left2.getPrevious();
right2 = right2.getNext();
if (left2 != target) left.push(left2);
if (right2 != target) right.push(right2);
}
if (target == left2) {
for (var i of left) {
if (lib.filter.targetEnabled2(trigger.card, player, i)) {
choices.push("↖顺时针");
break;
}
}
}
if (target == right2) {
for (var i of right) {
if (lib.filter.targetEnabled2(trigger.card, player, i)) {
choices.push("逆时针↗");
break;
}
}
}
choices.push("cancel2");
player
.chooseControl(choices)
.set("prompt", get.prompt("saodi"))
.set("prompt2", "令自己和" + get.translation(trigger.target) + "某个方向之间的所有角色均成为" + get.translation(trigger.card) + "的目标")
.set("choices", choices)
.set("ai", function () {
var evt = _status.event.getTrigger();
return lib.skill.saodi.aiJudge(evt.card, evt.player, evt.target, true);
});
"step 1";
if (result.control != "cancel2") {
var targets = [];
if (result.control == "↖顺时针") {
var current = player.getPrevious();
while (current != trigger.target) {
if (lib.filter.targetEnabled2(trigger.card, player, current)) targets.push(current);
current = current.getPrevious();
}
} else {
var current = player.getNext();
while (current != trigger.target) {
if (lib.filter.targetEnabled2(trigger.card, player, current)) targets.push(current);
current = current.getNext();
}
}
event.targets = targets;
if (!event.isMine() && !event.isOnline()) game.delayx();
} else event.finish();
"step 2";
player.logSkill("saodi", targets);
trigger.targets.addArray(targets);
},
ai: {
effect: {
player_use(card, player, target) {
if (!target || player._saodi_judging || ui.selected.targets.length || player == target || target.hasSkill("nodis")) return;
if (typeof card != "object" || (card.name != "sha" && get.type(card) != "trick")) return false;
player._saodi_judging = true;
var effect = lib.skill.saodi.aiJudge(card, player, target);
delete player._saodi_judging;
if (effect > 0) return [1, effect / Math.max(0.01, get.attitude(player, player))];
},
},
},
},
zhuitao: {
audio: 2,
direct: true,
locked: false,
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
var storage = player.getStorage("zhuitao");
return game.hasPlayer(function (current) {
return current != player && !storage.includes(current);
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("zhuitao"), "令自己至一名其他角色的距离-1", function (card, player, target) {
return target != player && !player.getStorage("zhuitao").includes(target);
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (att < 0 && get.distance(player, target) == 2) return 100;
return get.distance(player, target) * (1 - get.sgn(att) / 3);
});
"step 1";
if (result.bool) {
player.logSkill("zhuitao", result.targets[0]);
player.markAuto("zhuitao", result.targets);
game.delayx();
}
},
intro: {
content: "至$的距离-1",
onunmark: true,
},
onremove: true,
mod: {
globalFrom: function (player, target, distance) {
if (player.getStorage("zhuitao").includes(target)) return distance - 1;
},
},
group: "zhuitao_remove",
subSkill: {
remove: {
audio: "zhuitao",
trigger: {
source: "damageSource",
},
forced: true,
filter: function (event, player) {
return player.getStorage("zhuitao").includes(event.player);
},
logTarget: "player",
content: function () {
player.unmarkAuto("zhuitao", [trigger.player]);
},
},
},
},
//生鱼片
olfengji: {
audio: 2,
trigger: { player: "phaseDrawBegin2" },
forced: true,
locked: false,
filter: function (event, player) {
return !player.numFixed;
},
content: function () {
"step 0";
player
.chooseTarget("丰积:请选择增加摸牌的目标", "令自己本回合的额定摸牌数-1,且目标下回合的额定摸牌数+2。或者点击「取消」,令自己的额定摸牌数+1", lib.filter.notMe)
.set("ai", function (target) {
var player = _status.event.player;
if (target.hasJudge("lebu") || target.hasJudge("bingliang")) return 0;
var att = get.attitude(player, target),
dist = get.distance(player, target, "absolute");
if (_status.event.goon) {
return att / dist;
}
if (
game.countPlayer(function (current) {
return current != player && current != target && get.attitude(player, current) < 0 && get.distance(player, current, "absolute") < dist;
}) >= target.hp
)
return 0;
return att / dist;
})
.set("goon", player.skipList.includes("lebu"));
"step 1";
if (!player.storage.olfengji_draw) player.storage.olfengji_draw = 0;
if (result.bool) {
var target = result.targets[0];
player.line(target, "thunder");
player.storage.olfengji_draw--;
if (!target.storage.olfengji_draw) target.storage.olfengji_draw = 0;
target.storage.olfengji_draw += 2;
target.addTempSkill("olfengji_draw", { player: "phaseAfter" });
target.markSkill("olfengji_draw");
} else {
player.storage.olfengji_draw++;
}
player.addTempSkill("olfengji_draw");
player.markSkill("olfengji_draw");
"step 2";
player.chooseTarget("丰积:请选择增加使用杀次数的目标", "令自己本回合使用杀的次数上限-1,且目标下回合使用杀的次数上限+2。或者点击「取消」,令自己使用杀的次数上限+1", lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
if (target.countMark("olfengji_draw") > 0 && target.getCardUsable("sha") < 2) return get.attitude(player, target);
return 0;
});
"step 3";
if (!player.storage.olfengji_sha) player.storage.olfengji_sha = 0;
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
player.storage.olfengji_sha--;
if (!target.storage.olfengji_sha) target.storage.olfengji_sha = 0;
target.storage.olfengji_sha += 2;
target.addTempSkill("olfengji_sha", { player: "phaseAfter" });
target.markSkill("olfengji_sha");
} else {
player.storage.olfengji_sha++;
}
player.addTempSkill("olfengji_sha");
player.markSkill("olfengji_sha");
},
subSkill: {
sha: {
charlotte: true,
onremove: true,
intro: {
content: function (storage) {
return "使用【杀】的次数上限" + (storage >= 0 ? "+" : "") + storage;
},
},
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.storage.olfengji_sha;
},
},
},
draw: {
charlotte: true,
onremove: true,
intro: {
content: function (storage) {
return "额定摸牌数" + (storage >= 0 ? "+" : "") + storage;
},
},
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
trigger.num += player.storage.olfengji_draw;
},
},
},
},
//朱灵
jixian: {
audio: 2,
trigger: { player: "phaseDrawAfter" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && lib.skill.jixian.getNum(player, current) > 0 && player.canUse("sha", current, false);
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("jixian"), "视为对一名满足条件的角色使用一张【杀】", function (card, player, target) {
return target != player && lib.skill.jixian.getNum(player, target) > 0 && player.canUse("sha", target, false);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "sha" }, player, player) * Math.sqrt(lib.skill.jixian.getNum(player, target));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("jixian", target);
var num = lib.skill.jixian.getNum(player, target);
player.useCard({ name: "sha", isCard: true }, target, false);
if (num > 0) player.draw(num);
} else event.finish();
"step 2";
if (
!player.hasHistory("sourceDamage", function (evt) {
var card = evt.card;
if (!card || card.name != "sha") return false;
var evtx = evt.getParent("useCard");
return evtx.card == card && evtx.getParent() == event;
})
)
player.loseHp();
},
getNum: function (player, target) {
var num = 0;
if (target.isHealthy()) num++;
if (target.getEquips(2).length) num++;
var countSkill = function (player) {
return player.getSkills(null, false, false).filter(function (skill) {
var info = get.info(skill);
if (!info || info.charlotte) return false;
if (info.zhuSkill) return player.hasZhuSkill(skill);
return true;
}).length;
};
if (countSkill(player) < countSkill(target)) num++;
return num;
},
},
//吾彦
lanjiang: {
audio: 2,
audioname2: { heqi: "lanjiang_heqi" },
trigger: { player: "phaseJieshuBegin" },
content: function () {
"step 0";
var ph = player.countCards("h");
var targets = game.filterPlayer(current => current == player || current.countCards("h") >= ph).sortBySeat();
player.line(targets, "green");
event.targets = targets;
event.num = 0;
"step 1";
var target = targets[num];
event.num++;
if (target.isIn()) {
event.target = target;
target.chooseBool("是否令" + (player == target ? "自己" : get.translation(player)) + "摸一张牌?").set("ai", () => get.attitude(_status.event.player, _status.event.getParent().player) > 0);
} else {
event.goto(event.num < targets.length ? 1 : 3);
}
"step 2";
if (result.bool) {
target.line(player);
if (player !== target && (get.mode() !== "identity" || target.identity !== "nei")) target.addExpose(0.15);
player.draw();
}
if (num < targets.length) event.goto(1);
"step 3";
player
.chooseTarget("是否对一名手牌数等于自己的目标角色造成1点伤害?", function (card, player, target) {
return _status.event.getParent().targets.includes(target) && target.countCards("h") == player.countCards("h");
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 4";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.15);
target.damage();
} else event.finish();
"step 5";
var ph = player.countCards("h");
if (ph > 0 && targets.some(target => target.isIn() && target.countCards("h") < ph)) {
player
.chooseTarget("请选择一名手牌数小于自己的目标角色,令其摸一张牌", function (card, player, target) {
return _status.event.getParent().targets.includes(target) && target.countCards("h") < player.countCards("h");
})
.set("ai", function (target) {
var player = _status.event.player;
return get.attitude(player, target);
});
}
"step 6";
if (result.bool) {
var target = result.targets[0];
player.line(target);
if (player !== target && (get.mode() !== "identity" || player.identity !== "nei")) player.addExpose(0.1);
target.draw();
}
},
},
//新SP张郃
spolzhouxuan: {
audio: 2,
trigger: { player: "phaseDiscardBegin" },
filter: function (event, player) {
return player.countCards("h") > 0 && player.getExpansions("spolzhouxuan").length < 5;
},
direct: true,
content: function () {
"step 0";
player.chooseCard("h", get.prompt("spolzhouxuan"), [1, 5 - player.getExpansions("spolzhouxuan").length], "将至多" + get.cnNumber(5 - player.getExpansions("spolzhouxuan").length) + "张手牌置于武将牌上").set("ai", function (card) {
if (ui.selected.cards.length >= player.needsToDiscard()) return 6 - get.value(card);
return 100 - get.useful(card);
});
"step 1";
if (result.bool) {
var cards = result.cards;
player.logSkill("spolzhouxuan");
player.addToExpansion(cards, player, "give").gaintag.add("spolzhouxuan");
}
},
marktext: "旋",
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: ["spolzhouxuan_use", "spolzhouxuan_discard"],
subSkill: {
use: {
audio: "spolzhouxuan",
trigger: { player: "useCard" },
filter: function (event, player) {
return player.getExpansions("spolzhouxuan").length > 0;
},
forced: true,
locked: false,
content: function () {
"step 0";
player.loseToDiscardpile(player.getExpansions("spolzhouxuan").randomGet());
"step 1";
var num = 1;
if (!player.isMaxHandcard(true)) num += player.getExpansions("spolzhouxuan").length;
player.draw(num);
},
},
discard: {
audio: "spolzhouxuan",
trigger: { player: "phaseUseEnd" },
filter: function (event, player) {
return player.getExpansions("spolzhouxuan").length > 0;
},
forced: true,
locked: false,
content: function () {
player.loseToDiscardpile(player.getExpansions("spolzhouxuan"));
},
},
},
},
//董昭
olxianlve: {
audio: 2,
mode: ["identity"],
trigger: {
global: "phaseZhunbeiBegin",
},
direct: true,
filter: function (event, player) {
return event.player == game.zhu && event.player.isZhu;
},
content: function () {
"step 0";
var list = lib.inpile
.filter(function (i) {
return get.type2(i) == "trick";
})
.map(function (i) {
return ["锦囊", "", i];
});
if (!list.length) event.finish();
else
player.chooseButton([get.prompt("olxianlve"), [list, "vcard"]]).set("ai", function (button) {
switch (button.link[2]) {
case "wuxie":
return 0.6 + Math.random();
case "wuzhong":
case "dongzhuxianji":
return 0.5 + Math.random();
case "guohe":
case "zhujinqiyuan":
return 0.4 + Math.random();
default:
return Math.random();
}
});
"step 1";
if (result.bool) {
var name = result.links[0][2];
player.logSkill("olxianlve");
player.storage.olxianlve = name;
player.markSkill("olxianlve");
}
},
intro: {
content: function (name, player) {
return "已声明" + (player.isUnderControl(true) ? "【" + get.translation(name) + "】" : "一个牌名");
},
},
group: ["olxianlve_use", "olxianlve_count"],
subSkill: {
count: {
trigger: { global: "useCard1" },
silent: true,
forced: true,
popup: false,
firstDo: true,
filter: function (event, player) {
return event.player != player && event.card.name == player.storage.olxianlve;
},
content: function () {
if (!trigger.olxianlve_map) trigger.olxianlve_map = {};
trigger.olxianlve_map[player.playerid] = true;
},
},
use: {
audio: "olxianlve",
trigger: { global: "useCardAfter" },
forced: true,
locked: false,
usable: 1,
filter: function (event, player) {
return event.player != player && event.olxianlve_map && event.olxianlve_map[player.playerid] && event.card.name == player.storage.olxianlve;
},
content: function () {
"step 0";
player.draw(2);
"step 1";
var cards = result;
if (get.itemtype(cards) != "cards") {
event.goto(5);
return;
}
var hs = player.getCards("h");
cards = cards.filter(function (card) {
return hs.includes(card);
});
if (!cards.length) {
event.goto(5);
return;
}
event.cards = cards;
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
event.ai_list = [];
"step 2";
player.chooseCardTarget({
filterCard: function (card) {
return _status.event.cards.includes(card) && !card.hasGaintag("olxianlve");
},
cards: cards,
filterTarget: lib.filter.notMe,
selectCard: [1, cards.length],
prompt: "是否将得到的牌分配给其他角色?",
ai1: function (card) {
if (!ui.selected.cards.length) return 1;
return 0;
},
ai2: function (target) {
var player = _status.event.player,
card = ui.selected.cards[0];
var val = target.getUseValue(card);
if (target.isPhaseUsing() && get.type2(card) == "trick") val *= 3;
if (val > 0) return val * get.attitude(player, target) * 2;
return get.value(card, target) * get.attitude(player, target);
},
});
"step 3";
if (result.bool) {
var res = result.cards,
target = result.targets[0].playerid;
player.addGaintag(res, "olxianlve");
cards.removeArray(res);
if (!event.given_map[target]) event.given_map[target] = [];
event.given_map[target].addArray(res);
if (result.targets[0].isPhaseUsing() && get.type2(res[0]) == "trick") event.ai_list.push(res[0].name);
if (cards.length) event.goto(2);
}
"step 4";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
var map = [],
cards = [];
for (var i in event.given_map) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
map.push([source, event.given_map[i]]);
cards.addArray(event.given_map[i]);
}
if (map.length)
game.loseAsync({
gain_list: map,
player: player,
cards: cards,
giver: player,
animate: "giveAuto",
}).setContent("gaincardMultiple");
"step 5";
var list = lib.inpile
.filter(function (i) {
return get.type2(i) == "trick";
})
.map(function (i) {
return ["锦囊", "", i];
});
if (!list.length) event.finish();
else
player
.chooseButton([get.prompt("olxianlve"), [list, "vcard"]])
.set("list", event.ai_list)
.set("ai", function (button) {
if (_status.event.list.includes(button.link[2])) return 2 + Math.random();
switch (button.link[2]) {
case "wuxie":
return 0.6 + Math.random();
case "wuzhong":
case "dongzhuxianji":
return 0.5 + Math.random();
case "guohe":
case "zhujinqiyuan":
return 0.4 + Math.random();
default:
return Math.random();
}
});
"step 6";
if (result.bool) {
var name = result.links[0][2];
player.storage.olxianlve = name;
player.markSkill("olxianlve");
}
},
},
},
},
olzaowang: {
mode: ["identity"],
available: function (mode) {
if (mode == "identity" && _status.mode == "purple") return false;
},
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "water",
filterTarget: true,
content: function () {
player.awakenSkill("olzaowang");
target.gainMaxHp();
target.recover();
target.draw(3);
target.addSkills("olzaowang2");
},
ai: {
order: 2,
result: {
target: function (player, target) {
if (player.hasUnknown(2)) return 0;
if (target.identity == "zhong") return 20;
if (target.identity == "zhu") return 10;
if (target.identity == "nei") return 5;
if (!target.hasFriend()) return 5;
return 0;
},
},
},
},
olzaowang2: {
charlotte: true,
trigger: { global: "dieBegin" },
forced: true,
filter: function (event, player) {
return event.player.identity == "zhu" && (player.identity == "zhong" || player.identity == "mingzhong");
},
logTarget: "player",
skillAnimation: true,
animationColor: "orange",
content: function () {
game.broadcastAll(
function (player, target) {
target.identity = player.identity;
if (player.identity == "mingzhong") game.zhong = target;
delete target.isZhu;
player.identity = "zhu";
game.zhu = player;
player.showIdentity();
target.showIdentity();
},
player,
trigger.player
);
event.trigger("zhuUpdate");
},
mark: true,
marktext: "王",
intro: { content: "造了个王" },
group: "olzaowang2_kill",
subSkill: {
kill: {
trigger: { player: "die" },
forced: true,
forceDie: true,
skillAnimation: true,
animationColor: "wood",
filter: function (event, player) {
return player.identity == "fan" && event.source && (event.source.identity == "zhu" || event.source.identity == "zhong" || event.source.identity == "mingzhong");
},
content: function () {
game.over(game.me.identity == "zhu" || game.me.identity == "zhong" || game.me.identity == "mingzhong");
},
},
},
},
//冯方女
zhuangshu: {
audio: 2,
trigger: { global: "phaseBegin" },
direct: true,
filter: function (event, player) {
return event.player.isIn() && event.player.hasEmptySlot(5) && player.hasCard(lib.skill.zhuangshu.filterCard, "he");
},
filterCard: function (card) {
if (_status.connectMode) return true;
var type = get.type2(card);
return type == "basic" || type == "trick" || type == "equip";
},
content: function () {
"step 0";
player
.chooseToDiscard("he", get.prompt("zhuangshu", trigger.player), "弃置一张牌,并根据此牌的类型,按如下关系将一张宝物牌置入该角色的装备区:{<基本牌,【琼梳】>,<锦囊牌,【犀梳】>,<装备牌,【金梳】>}。", function (card) {
var type = get.type2(card);
return type == "basic" || type == "trick" || type == "equip";
})
.set("ai", function (card) {
var player = _status.event.player;
if (get.attitude(player, _status.event.getTrigger().player) < 4) return 0;
var name = "zhuangshu_" + get.type2(card, player);
if (
game.hasPlayer(function (current) {
return current.getEquip(name) && get.attitude(player, current) > 0;
})
)
return 0;
return 7 - get.value(card);
}).logSkill = ["zhuangshu", trigger.player];
"step 1";
if (result.bool) {
var name = "zhuangshu_" + get.type2(result.cards[0], result.cards[0].original == "h" ? player : false);
if (lib.card[name] && trigger.player.isIn && trigger.player.hasEmptySlot(5)) {
var target = game.findPlayer(function (current) {
var equip = current.getEquip(name);
return equip && equip.name == name;
});
if (target) {
var card = target.getEquip(name);
target.$give(card, trigger.player, false);
} else {
var card = game.createCard(name, lib.card[name].cardcolor, 12);
trigger.player.$gain2(card, false);
}
game.delayx();
trigger.player.equip(card);
}
}
},
group: "zhuangshu_gameStart",
subSkill: {
gameStart: {
trigger: { global: "phaseBefore" },
direct: true,
filter: function (event, player) {
return game.phaseNumber == 0;
},
content: function () {
"step 0";
player.chooseButton([get.prompt("zhuangshu"), [["zhuangshu_basic", "zhuangshu_trick", "zhuangshu_equip"], "vcard"]]).set("filterButton", function (button) {
return !game.hasPlayer(function (current) {
return current.getEquip(button.link[2]);
});
});
"step 1";
if (result.bool) {
player.logSkill("zhuangshu");
var name = result.links[0][2],
card = game.createCard(name, lib.card[name].cardcolor, 12);
player.$gain2(card, false);
game.delayx();
player.equip(card);
}
},
},
},
},
chuiti: {
audio: 2,
usable: 1,
trigger: {
global: ["loseAfter", "loseAsyncAfter"],
},
direct: true,
filter: function (event, player) {
if (event.type != "discard" || event.getlx === false) return false;
return game.hasPlayer(function (current) {
if (player != current) {
var cards = current.getEquips(5);
if (!cards.some(card => card.name.indexOf("zhuangshu_") == 0)) return false;
}
var evt = event.getl(current);
if (!evt || !evt.cards2) return false;
for (var i of evt.cards2) {
if (get.position(i, true) == "d" && player.hasUseTarget(i)) return true;
}
return false;
});
},
content: function () {
"step 0";
var cards = [];
game.countPlayer(function (current) {
if (player != current) {
var cards2 = current.getEquips(5);
if (!cards2.some(card => card.name.indexOf("zhuangshu_") == 0)) return false;
}
var evt = trigger.getl(current);
for (var i of evt.cards2) {
if (get.position(i, true) == "d" && player.hasUseTarget(i)) cards.push(i);
}
return false;
});
player.chooseButton(["垂涕:是否使用其中的一张牌?", cards]).set("ai", function (button) {
return _status.event.player.getUseValue(button.link);
});
"step 1";
if (result.bool) {
player.$gain2(result.links[0], false);
game.delayx();
player.chooseUseTarget(true, result.links[0], false).logSkill = "chuiti";
} else player.storage.counttrigger.chuiti--;
},
},
zhuangshu_basic: {
equipSkill: true,
trigger: { player: "damageBegin2" },
direct: true,
filter: function (event, player) {
var equip = player.getEquip("zhuangshu_basic");
return (
event.num <=
player.countCards("he", function (card) {
return card != equip;
})
);
},
content: function () {
"step 0";
player
.chooseToDiscard("he", trigger.num, get.prompt("zhuangshu_basic"), "弃置" + get.cnNumber(trigger.num) + "张牌并防止伤害", function (card, player) {
return card != player.getEquip("zhuangshu_basic");
})
.set("ai", function (card) {
var player = _status.event.player;
return 4 + player.getUseValue(card) - get.value(card, player);
});
"step 1";
if (result.bool) trigger.cancel();
},
/*usable:1,
trigger:{player:'useCard2'},
direct:true,
filter:function(event,player){
if(event.targets.length!=1) return false;
if(event.card.name!='sha'&&get.type(event.card)!='trick') return false;
var info=get.info(event.card);
if(info.allowMultiple==false) return false;
if(event.targets&&!info.multitarget){
var target=event.targets[0],hp=target.hp,hs=target.countCards('h'),card=event.card;
return game.hasPlayer(function(current){
return current!=target&¤t!=player&&(current.hp==hp||current.countCards('h')==hs)&&lib.filter.targetEnabled2(card,player,current);
});
}
return false;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('zhuangshu_basic'),'为'+get.translation(trigger.card)+'增加一个满足条件的额外目标',function(card,player,current){
var card=_status.event.getTrigger().card,target=_status.event.target,hp=target.hp,hs=target.countCards('h');
return current!=target&¤t!=player&&(current.hp==hp||current.countCards('h')==hs)&&lib.filter.targetEnabled2(card,player,current);
}).set('target',trigger.targets[0]).set('ai',function(target){
var card=_status.event.getTrigger().card,player=_status.event.player;
return get.effect(target,card,player,player);
});
'step 1'
if(result.bool){
if(player!=event.player&&!player.isOnline()) game.delayx();
}
else{
player.storage.counttrigger.zhuangshu_basic--;
event.finish();
}
'step 2'
var targets=result.targets;
player.logSkill('zhuangshu_basic',targets);
trigger.targets.addArray(targets);
trigger.directHit.addArray(targets);
},*/
},
zhuangshu_trick: {
trigger: { player: ["phaseJudgeBefore"] },
equipSkill: true,
direct: true,
content: function () {
"step 0";
player
.chooseControl("判定阶段", "弃牌阶段", "cancel2")
.set("prompt", get.prompt("zhuangshu_trick"))
.set("prompt2", "跳过本回合的判定阶段或弃牌阶段")
.set("ai", function () {
var player = _status.event.player;
if (
player.hasCard(function (card) {
return (
get.effect(
player,
{
name: card.viewAs || card.name,
cards: [card],
},
player,
player
) < 0
);
}, "j")
)
return "判定阶段";
return "弃牌阶段";
});
"step 1";
if (result.control != "cancel2") {
player.logSkill("zhuangshu_trick");
if (result.control == "判定阶段") {
trigger.cancel();
game.log(player, "跳过了", "#y判定阶段");
} else {
player.skip("phaseDiscard");
game.log(player, "跳过了", "#g弃牌阶段");
}
}
},
},
zhuangshu_equip: {
trigger: { player: "phaseUseEnd" },
forced: true,
equipSkill: true,
filter: function (event, player) {
return player.countCards("h") < Math.min(5, player.getHandcardLimit());
},
content: function () {
player.drawTo(Math.min(5, player.getHandcardLimit()));
},
},
//杨仪
oljuanxia: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("oljuanxia"), lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player,
list = [];
for (var name of lib.inpile) {
var info = lib.card[name];
if (!info || info.type != "trick" || info.notarget || (info.selectTarget && info.selectTarget != 1)) continue;
if (!player.canUse(name, target, false)) continue;
var eff = get.effect(target, { name: name }, player, player);
if (eff > 0) list.push(eff);
}
list.sort().reverse();
if (!list.length) return 0;
return list[0] + (list[1] || 0) + (list[2] || 0);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("oljuanxia", target);
} else event.finish();
"step 2";
var list = [];
for (var name of lib.inpile) {
var info = lib.card[name];
if (!info || info.type != "trick" || info.notarget || (info.selectTarget && info.selectTarget != 1)) continue;
list.push(name);
}
if (!list.length) event.finish();
else {
event.list = list;
event.count = 0;
}
"step 3";
var list = event.list.filter(function (name) {
return player.canUse(name, target, false);
});
if (list.length) {
var next = player.chooseButton(["视为对" + get.translation(target) + "使用一张牌", [list, "vcard"]]).set("ai", function (button) {
var evt = _status.event.getParent();
return get.effect(evt.target, { name: button.link[2] }, evt.player, evt.player);
});
if (event.count == 0) next.set("forced", true);
} else {
event.stopped = true;
event.goto(5);
}
"step 4";
if (result.bool) {
event.count++;
var name = result.links[0][2];
event.list.remove(name);
player.useCard({ name: name, isCard: true }, target, false);
} else event.stopped = true;
"step 5";
if (target.isIn() && event.count > 0) {
if (event.count < 3 && !event.stopped && event.list.length > 0) event.goto(3);
else {
target.addTempSkill("oljuanxia_counter", { player: "phaseAfter" });
if (!target.storage.oljuanxia_counter) target.storage.oljuanxia_counter = {};
if (!target.storage.oljuanxia_counter[player.playerid]) target.storage.oljuanxia_counter[player.playerid] = 0;
target.storage.oljuanxia_counter[player.playerid] += event.count;
}
}
},
subSkill: {
counter: {
trigger: { player: "phaseEnd" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
var map1 = _status.connectMode ? lib.playerOL : game.playerMap,
map2 = player.storage.oljuanxia_counter;
if (!map2) return false;
for (var i in map2) {
if (map1[i] && map1[i].isIn() && player.canUse("sha", map1[i], false)) return true;
}
return false;
},
logTarget: function (event, player) {
var list = [];
var map1 = _status.connectMode ? lib.playerOL : game.playerMap,
map2 = player.storage.oljuanxia_counter;
if (!map2) return false;
for (var i in map2) {
if (map1[i] && map1[i].isIn()) list.push(map1[i]);
}
return list;
},
content: function () {
"step 0";
var list = [];
var map1 = _status.connectMode ? lib.playerOL : game.playerMap,
map2 = player.storage.oljuanxia_counter;
if (!map2) return false;
for (var i in map2) {
if (map1[i] && map1[i].isIn()) list.push(map1[i]);
}
list.sortBySeat();
event.num = 0;
event.targets = list;
"step 1";
var target = targets[num];
event.target = target;
if (target.isIn() && player.canUse("sha", target, false))
player
.chooseBool("狷狭:是否视为对" + get.translation(target) + "依次使用" + get.cnNumber(player.storage.oljuanxia_counter[target.playerid]) + "张【杀】?")
.set("goon", get.effect(target, { name: "sha" }, player, player) > 0)
.set("ai", () => _status.event.goon);
"step 2";
event.num++;
if (result.bool) event.count = player.storage.oljuanxia_counter[target.playerid];
else if (event.num < targets.length) event.goto(1);
else event.finish();
"step 3";
event.count--;
if (target.isIn() && player.canUse("sha", target, false)) player.useCard({ name: "sha", isCard: true }, target, false);
if (event.count > 0) event.redo();
else if (event.num < targets.length) event.goto(1);
},
},
},
},
oldingcuo: {
trigger: {
player: "damageEnd",
source: "damageSource",
},
usable: 1,
content: function () {
"step 0";
player.draw(2);
"step 1";
if (Array.isArray(result) && result.length > 1) {
var color = get.color(result[0], player);
for (var i = 1; i < result.length; i++) {
if (get.color(result[i], player) != color) {
if (player.countCards("h")) player.chooseToDiscard("h", true);
break;
}
}
}
},
},
//左棻
zhaosong: {
trigger: { global: "phaseDrawAfter" },
logTarget: "player",
filter: function (event, player) {
if (player == event.player || !event.player.countCards("h")) return false;
var types = ["basic", "trick", "equip"];
for (var i of types) {
if (event.player.hasMark("zhaosong_" + i)) return false;
}
return true;
},
prompt2: "令其交给你一张手牌,并根据类型获得对应的标记",
check: function (event, player) {
return get.attitude(_status.event.player, event.player) > 0;
},
content: function () {
"step 0";
event.target = trigger.player;
event.target.chooseCard("h", true, get.translation(player) + "发动了【诏颂】;请交给其一张手牌");
"step 1";
if (result.bool) {
var card = result.cards[0];
target.give(card, player, "give");
var type = get.type2(card, target);
if (lib.skill["zhaosong_" + type]) {
target.addSkill("zhaosong_" + type);
target.addMark("zhaosong_" + type);
}
}
},
subSkill: {
basic: {
marktext: "颂",
intro: {
name: "诏颂(颂)",
name2: "颂",
content: "当你使用【杀】选择唯一目标时,你可移去“颂”,并为此【杀】增加至多两个目标。",
},
trigger: { player: "useCard2" },
direct: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return (
player.hasMark("zhaosong_basic") &&
event.card.name == "sha" &&
event.targets.length == 1 &&
game.hasPlayer(function (current) {
return current != player && current != event.targets[0] && lib.filter.targetEnabled2(event.card, player, current);
})
);
},
content: function () {
"step 0";
player
.chooseTarget([1, 2], "是否弃置“颂”标记?", "为" + get.translation(trigger.card) + "增加至多两个目标", function (card, player, target) {
var evt = _status.event.getTrigger();
return target != player && target != evt.targets[0] && lib.filter.targetEnabled2(evt.card, player, target);
})
.set("ai", function (target) {
var evt = _status.event.getTrigger();
return get.effect(target, evt.card, evt.player, evt.player);
});
"step 1";
if (result.bool) {
if (player != event.player && !player.isOnline()) game.delayx();
//player.addTempSkill('zhaosong_shaloss');
} else event.finish();
"step 2";
var targets = result.targets;
player.logSkill("zhaosong_basic", targets);
player.removeMark("zhaosong_basic", 1);
player.removeSkill("zhaosong_basic");
trigger.targets.addArray(targets);
trigger.zhaosong_basic = true;
},
} /*
shaloss:{
trigger:{player:'useCardAfter'},
forced:true,
charlotte:true,
filter:function(event,player){
if(!event.zhaosong_basic) return false;
var num=0;
player.getHistory('sourceDamage',function(evt){
if(evt.card==event.card) num+=evt.num;
});
return num<2;
},
content:function(){
player.loseHp();
},
},*/,
trick: {
marktext: "诔",
intro: {
name: "诏颂(诔)",
name2: "诔",
content: "当你进入濒死状态时,你可移去“诔”,然后将体力回复至1点并摸一张牌。",
},
trigger: { player: "dying" },
prompt: "是否弃置“诔”标记?",
prompt2: "回复体力至1点并摸一张牌。",
charlotte: true,
onremove: true,
filter: function (event, player) {
return player.hasMark("zhaosong_trick") && player.hp < 1;
},
check: function (event, player) {
if (
player.maxHp < 2 ||
player.countCards("h", function (card) {
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, event.player, "unchanged", "cardSavable", player);
if (mod != "unchanged") return mod;
var savable = get.info(card).savable;
if (typeof savable == "function") savable = savable(card, player, event.player);
return savable;
}) >=
1 + event.num - event.player.hp
)
return false;
return true;
},
content: function () {
player.removeMark("zhaosong_trick", 1);
player.removeSkill("zhaosong_trick");
//player.loseMaxHp();
if (player.hp < 1) player.recover(1 - player.hp);
player.draw();
},
},
equip: {
marktext: "赋",
intro: {
name: "诏颂(赋)",
name2: "赋",
content: "出牌阶段开始时,你可移去“赋”并弃置一名角色区域内的至多两张牌。",
},
trigger: { player: "phaseUseBegin" },
direct: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return (
player.hasMark("zhaosong_equip") &&
game.hasPlayer(function (current) {
return current.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, current);
}, "hej");
})
);
},
content: function () {
"step 0";
player
.chooseTarget("是否弃置“赋”标记?", "弃置一名角色区域内的至多两张牌", function (card, player, current) {
return current.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, current);
}, "hej");
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target) > 0 ? 2 : 1;
return get.effect(target, { name: "guohe_copy" }, player, player) * att;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("zhaosong_equip", target);
player.removeMark("zhaosong_equip", 1);
player.removeSkill("zhaosong_equip");
player.discardPlayerCard(target, true, "hej", [1, 2]);
}
},
},
},
},
lisi: {
audio: 2,
trigger: { player: "useCardAfter" },
direct: true,
filter: function (event, player) {
if (player == _status.currentPhase || !event.cards.filterInD().length) return false;
var hs = player.countCards("h");
return game.hasPlayer(function (current) {
return current != player && current.countCards("h") <= hs;
});
},
content: function () {
"step 0";
player.chooseTarget(get.prompt("lisi"), "将" + get.translation(trigger.cards.filterInD()) + "交给一名手牌数不大于你的其他角色", function (card, player, target) {
return target != player && target.countCards("h") <= player.countCards("h");
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("lisi", target);
target.gain(trigger.cards.filterInD(), "gain2");
}
},
},
//王荣
olfengzi: {
audio: 2,
trigger: { player: "useCard" },
direct: true,
usable: 1,
filter: function (event, player) {
if (event.olfengzi_buff || !event.targets.length || !player.isPhaseUsing() || player.hasSkill("olfengzi_buff")) return false;
var type = get.type(event.card, false);
if (type != "basic" && type != "trick") return false;
return player.hasCard(function (i) {
if (_status.connectMode) return true;
return get.type2(i, player) == type;
}, "h");
},
content: function () {
"step 0";
if (player != game.me && !player.isUnderControl() && !player.isOnline()) game.delayx();
var type = get.type(trigger.card, false);
player
.chooseToDiscard("h", get.prompt("olfengzi"), "弃置一张" + get.translation(type) + "牌,令" + get.translation(trigger.card) + "结算两次", function (card, player) {
return get.type2(card, player) == _status.event.type;
})
.set("type", type)
.set("ai", function (card) {
var player = _status.event.player;
var trigger = _status.event.getTrigger();
if (trigger.card.name == "tiesuo") return 0;
var num = 0;
for (var i of trigger.targets) num += get.effect(i, trigger.card, player, player);
if (num <= 0) return 0;
return 7 - get.value(card);
}).logSkill = "olfengzi";
"step 1";
if (result.bool) {
trigger.effectCount++;
} else player.storage.counttrigger.olfengzi--;
},
/*subSkill:{
buff:{
trigger:{global:'useCardToTargeted'},
forced:true,
charlotte:true,
popup:false,
lastDo:true,
filter:function(event,player){
return (event.parent.olfengzi_buff==player&&event.targets.length==event.parent.triggeredTargets4.length);
},
content:function(){
trigger.getParent().targets=trigger.getParent().targets.concat(trigger.targets);
trigger.getParent().triggeredTargets4=trigger.getParent().triggeredTargets4.concat(trigger.targets);
},
onremove:function(player){
delete player.storage.counttrigger.olfengji;
},
},
},*/
},
oljizhan: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
"step 0";
trigger.changeToZero();
var card = get.cards()[0];
game.cardsGotoOrdering(card);
event.cards = [card];
event.num = get.number(card, false);
player.showCards(card, get.translation(player) + "发动了【吉占】");
"step 1";
var str = get.strNumber(num);
player
.chooseControl("大于" + str, "小于" + str, "cancel2")
.set("prompt", "吉占:猜测下一张牌的点数")
.set("choice", num < 7 ? 0 : 1)
.set("ai", () => _status.event.choice);
"step 2";
var card = get.cards()[0];
game.cardsGotoOrdering(card);
event.cards.push(card);
var num = get.number(card, false);
if ((num > event.num && result.index == 0) || (num < event.num && result.index == 1)) {
event.num = num;
event.goto(1);
}
player.showCards(card);
"step 3";
player.gain(cards, "gain2");
},
},
olfusong: {
audio: 2,
forceDie: true,
trigger: { player: "die" },
skillAnimation: true,
animationColor: "gray",
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current.maxHp > player.maxHp;
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("olfusong"), "令一名体力上限大于你的其他角色获得〖丰姿〗或〖吉占〗", function (card, player, target) {
return target.maxHp > player.maxHp;
})
.set("forceDie", true)
.set("ai", target => get.attitude(_status.event.player, target));
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("olfusong", target);
target
.chooseControl("olfengzi", "oljizhan")
.set("prompt", "令" + get.translation(target) + "获得其中一个技能")
.set("ai", () => (Math.random() > 0.5 ? 0 : 1));
} else event.finish();
"step 2";
target.addSkills(result.control);
},
},
//邓芝
olxiuhao: {
audio: 2,
trigger: { global: "damageBegin4" },
usable: 1,
filter: function (event, player) {
return event.source && event.source.isIn() && [event.source, event.player].includes(player) && event.source != event.player;
},
logTarget: function (event, player) {
return player == event.player ? event.source : event.player;
},
check: function (event, player) {
_status.olxiuhao_judging = true;
var bool = false;
if (get.attitude(player, event.player) > 0) bool = true;
else if (2 * get.effect(event.source, { name: "draw" }, player, _status.event.player) + event.num * get.damageEffect(player, event.source, _status.event.player, event.nature) > 0) bool = true;
else if (event.source.hasSkillTag("nogain")) bool = true;
delete _status.olxiuhao_judging;
return bool;
},
content: function () {
trigger.cancel();
trigger.source.draw(2);
},
ai: {
effect: {
target: function (card, player, target) {
if (!_status.olxiuhao_judging && get.tag(card, "damage") && get.attitude(target, player) > 0 && player != target && (!target.storage.counttrigger || !target.storage.counttrigger.olxiuhao)) return [0, 0.5, 0, 0.5];
},
player: function (card, player, target) {
if (!_status.olxiuhao_judging && get.tag(card, "damage") && get.attitude(player, target) > 0 && player != target && (!player.storage.counttrigger || !player.storage.counttrigger.olxiuhao)) return [0, 0.5, 0, 0.5];
},
},
},
},
olsujian: {
trigger: { player: "phaseDiscardBefore" },
forced: true,
content: function () {
trigger.setContent(lib.skill.olsujian.phaseDiscard);
},
phaseDiscard: function () {
"step 0";
game.log(player, "进入了弃牌阶段");
game.broadcastAll(function (player) {
if (lib.config.show_phase_prompt) {
player.popup("弃牌阶段", null, false);
}
}, player);
event.trigger("phaseDiscard");
"step 1";
var cards = lib.skill.olsujian.update(player);
if (!cards.length) event.finish();
else {
event.cards = cards;
var str = get.translation(cards);
player
.chooseControl()
.set("choiceList", ["将" + str + "分配给任意名其他角色", "弃置" + str + "并弃置一名其他角色至多等量的牌"])
.set("ai", function () {
var cards = _status.event.getParent().cards,
player = _status.event.player;
if (
!game.hasPlayer(function (current) {
return player !== current && get.attitude(player, current) > 0;
})
)
return 1;
if (
game.hasPlayer(function (current) {
var att = get.attitude(player, current);
return (
att &&
current.countDiscardableCards(player, "he", function (i) {
if (att > 0) return get.value(i, current) < 0;
return get.value(i, current) >= 4;
}) >= cards.length &&
get.effect(current, { name: "guohe_copy2" }, player, player) > 0
);
})
)
return 1;
return 0;
});
}
"step 2";
if (result.index == 1) {
cards = event.cards.filter(function (i) {
return lib.filter.cardDiscardable(i, player, "olsujian");
});
if (cards.length) {
event.num = cards.length;
player.discard(cards);
event.cards = cards;
} else event.finish();
} else event.goto(5);
"step 3";
if (
game.hasPlayer(function (current) {
return current != player && current.countDiscardableCards(player, "he") > 0;
})
) {
player
.chooseTarget(true, "弃置一名其他角色的至多" + get.cnNumber(num) + "张牌", function (card, player, current) {
return current != player && current.countDiscardableCards(player, "he") > 0;
})
.set("ai", function (current) {
var att = get.attitude(player, current);
if (
current.countDiscardableCards(player, "he", function (i) {
if (att > 0) return get.value(i, current) >= 4;
return get.value(i, current) <= 0;
}) >= num
)
return 4 * get.effect(current, { name: "guohe_copy2" }, player, player);
return get.effect(current, { name: "guohe_copy2" }, player, player);
});
} else event.finish();
"step 4";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
player.discardPlayerCard(target, true, [1, num]);
}
event.finish();
"step 5";
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
"step 6";
player.chooseCardTarget({
filterCard: function (card) {
return card.hasGaintag("olsujian");
},
filterTarget: lib.filter.notMe,
selectCard: [1, cards.length],
forced: true,
prompt: "请选择要分配的卡牌和目标",
ai1: function (card) {
if (!ui.selected.cards.length) return 1;
return 0;
},
ai2: function (target) {
var player = _status.event.player,
card = ui.selected.cards[0];
var val = target.getUseValue(card);
if (val > 0) return val * get.attitude(player, target) * 2;
return get.value(card, target) * get.attitude(player, target);
},
});
"step 7";
if (result.bool) {
var res = result.cards,
target = result.targets[0].playerid;
player.removeGaintag("olsujian", res);
player.addGaintag(res, "olsujian_given");
cards.removeArray(res);
if (!event.given_map[target]) event.given_map[target] = [];
event.given_map[target].addArray(res);
if (cards.length) event.goto(6);
} else event.finish();
"step 8";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
var map = [],
cards = [];
for (var i in event.given_map) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
map.push([source, event.given_map[i]]);
cards.addArray(event.given_map[i]);
}
if (map.length)
game.loseAsync({
gain_list: map,
player: player,
cards: cards,
giver: player,
animate: "giveAuto",
}).setContent("gaincardMultiple");
"step 9";
event.cards = [];
},
update: function (player) {
player.removeGaintag("olsujian");
var hs = player.getCards("h");
player.getHistory("gain", function (evt) {
hs.removeArray(evt.cards);
});
if (hs.length) player.addGaintag(hs, "olsujian");
return hs;
},
group: "olsujian_sync",
subSkill: {
sync: {
trigger: { player: ["phaseBeginStart", "gainBegin"] },
forced: true,
popup: false,
firstDo: true,
filter: function (event, player) {
if (event.name == "gain") return player == _status.currentPhase && event.getParent("olsujian").player != player;
return true;
},
content: function () {
lib.skill.olsujian.update(player);
},
},
},
},
//卞夫人
fuwei: {
audio: "wanwei",
trigger: {
player: "loseAfter",
global: "gainAfter",
},
filter: function (event, player) {
var evt = event;
if (event.name == "lose") {
if (event.type != "discard") return false;
evt = event.getParent();
}
if (evt[event.name == "gain" ? "bySelf" : "notBySelf"] != true) return false;
var evtx = event.getl(player);
return evtx && evtx.cards2 && evtx.cards2.length > 0;
},
prompt2: function (event, player) {
var evt = event.getl(player),
origins = evt.cards2.map(function (i) {
return get.name(i, evt.hs.includes(i) ? player : false);
});
return "从牌堆中获得" + get.translation(origins) + ";若没有则改为摸一张牌";
},
usable: 1,
content: function () {
var num = 0,
cards = [],
evt = trigger.getl(player),
origins = evt.cards2.map(function (i) {
return get.name(i, evt.hs.includes(i) ? player : false);
});
for (var i of origins) {
var card = get.cardPile2(function (card) {
return card.name == i && !cards.includes(card);
});
if (card) cards.push(card);
else num++;
}
if (cards.length) player.gain(cards, "gain2");
if (num) player.draw(num);
},
},
yuejian: {
audio: 2,
usable: 2,
trigger: { global: "useCardAfter" },
filter: function (event, player) {
return player != event.player && event.targets && event.targets.includes(player) && player.countCards("h") > 0;
},
prompt2: function (event, player) {
var suit = get.suit(event.card),
hs = player.getCards("h"),
cards = event.cards.filterInD();
if (!lib.suit.includes(suit) || !cards.length) {
return "展示所有手牌,然后无事发生";
}
for (var i of hs) {
if (get.suit(i) == suit) {
return "展示所有手牌,然后无事发生";
}
}
return '展示所有手牌,然后获得' + get.translation(cards) + "";
},
check: function (event, player) {
var suit = get.suit(event.card),
hs = player.getCards("h"),
cards = event.cards.filterInD();
if (!lib.suit.includes(suit) || !cards.length) {
return false;
}
for (var i of hs) {
if (get.suit(i) == suit) {
return false;
}
}
return true;
},
content: function () {
"step 0";
player.showHandcards(get.translation(player) + "发动了【约俭】");
var suit = get.suit(trigger.card),
hs = player.getCards("h");
if (!lib.suit.includes(suit)) {
event.finish();
return;
}
for (var i of hs) {
if (get.suit(i) == suit) {
event.finish();
return;
}
}
"step 1";
var cards = trigger.cards.filterInD();
if (cards.length) player.gain(cards, "gain2");
},
},
//杜袭
quxi: {
audio: 2,
trigger: { player: "phaseUseEnd" },
direct: true,
limited: true,
skillAnimation: true,
animationColor: "water",
filter: function (event, player) {
if (player.isTurnedOver()) return false;
var list = game.filterPlayer(target => target != player && !target.hasMark("quxi_gain") && !target.hasMark("quxi_lose"));
if (list.length < 2) return false;
var nf = list[0].countCards("h");
for (var i = 1; i < list.length; i++) {
if (list[i].countCards("h") != nf) return true;
}
return false;
},
content: function () {
"step 0";
player
.chooseTarget(2, get.prompt("quxi"), "选择两名手牌数不同的其他角色。你将翻至背面,令这两名角色中手牌数较少的角色获得另一名角色的一张牌并获得一枚“丰”,另一名角色获得一枚“歉”。", function (card, player, target) {
if (player == target || target.hasMark("quxi_gain") || target.hasMark("quxi_lose")) return false;
if (!ui.selected.targets.length) return true;
return target.countCards("h") != ui.selected.targets[0].countCards("h");
})
.set("complexTarget", true)
.set("ai", function (target) {
if (!ui.selected.targets.length) {
var player = _status.event.player,
hs = target.countCards("h");
if (
game.hasPlayer(function (current) {
return current != player && current != target && current.countCards("h") > hs && !current.hasMark("quxi_gain") && !current.hasMark("quxi_lose");
})
)
return get.attitude(player, target) / Math.sqrt(1 + target.countCards("h"));
return 0;
}
if (target.countCards("h") > ui.selected.targets[0].countCards("h")) return -get.attitude(_status.event.player, target);
return 0;
});
"step 1";
if (result.bool) {
player.logSkill("quxi", result.targets);
player.awakenSkill("quxi");
player.skip("phaseDiscard");
if (result.targets[0].countCards("h") > result.targets[1].countCards("h")) result.targets.reverse();
event.gainner = result.targets[0];
event.giver = result.targets[1];
player.turnOver();
} else event.finish();
"step 2";
event.gainner.gainPlayerCard(event.giver, true, "he");
"step 3";
player.addSkill("quxi_effect");
event.gainner.addMark("quxi_gain", 1);
event.giver.addMark("quxi_lose", 1);
},
subSkill: {
effect: {
global: "quxi_gainlose",
trigger: { global: ["roundStart", "die"] },
charlotte: true,
direct: true,
filter: function (event, player) {
if (event.name == "die") return event.player.countMark("quxi_gain") > 0 || event.player.countMark("quxi_lose") > 0;
return game.hasPlayer(function (target) {
return target != player && (target.countMark("quxi_gain") > 0 || target.countMark("quxi_lose") > 0);
});
},
content: function () {
"step 0";
if (trigger.name == "die") {
var gain = trigger.player.countMark("quxi_gain"),
lose = trigger.player.countMark("quxi_lose");
player
.chooseTarget("是否令一名角色获得" + get.translation(trigger.player) + "的“" + (gain && lose ? "丰”和“歉" : gain ? "丰" : "歉") + "”标记?", function (card, player, target) {
return !target.hasMark("quxi_gain") && !target.hasMark("quxi_lose");
})
.set("goon", gain - lose)
.set("ai", function (target) {
var evt = _status.event;
return evt.goon * get.attitude(evt.player, target);
});
} else event.goto(2);
"step 1";
if (result.bool) {
var targets = result.targets;
if (targets.length < 2) targets.unshift(trigger.player);
player.logSkill("quxi_effect", targets, false);
player.line2(targets);
var gain = targets[0].countMark("quxi_gain"),
lose = targets[0].countMark("quxi_lose");
if (gain) {
targets[0].removeMark("quxi_gain", gain);
targets[1].addMark("quxi_gain", gain);
}
if (lose) {
targets[0].removeMark("quxi_lose", lose);
targets[1].addMark("quxi_lose", lose);
}
game.delayx();
event.finish();
}
"step 2";
if (
game.hasPlayer(function (target) {
return target.countMark("quxi_gain") > 0;
})
)
player
.chooseTarget(2, "是否转移“丰”标记?", function (card, player, target) {
if (ui.selected.targets.length) return !target.hasMark("quxi_gain") && !target.hasMark("quxi_lose");
return target.countMark("quxi_gain") > 0;
})
.set("complexTarget", true)
.set("complexSelect", true)
.set("targetprompt", ["移走标记", "获得标记"])
.set("ai", function (target) {
var player = _status.event.player;
if (!ui.selected.targets.length) {
return -get.attitude(player, target);
}
return get.attitude(player, target);
});
else event.goto(4);
"step 3";
if (result.bool) {
var targets = result.targets;
player.logSkill("quxi_effect", targets, false);
player.line2(targets);
var gain = targets[0].countMark("quxi_gain");
if (gain) {
targets[0].removeMark("quxi_gain", gain);
targets[1].addMark("quxi_gain", gain);
}
game.delayx();
}
"step 4";
if (
game.hasPlayer(function (target) {
return target.countMark("quxi_lose") > 0;
})
)
player
.chooseTarget(2, "是否转移“歉”标记?", function (card, player, target) {
if (ui.selected.targets.length) return !target.hasMark("quxi_gain") && !target.hasMark("quxi_lose");
return target.countMark("quxi_lose") > 0;
})
.set("complexTarget", true)
.set("complexSelect", true)
.set("targetprompt", ["移走标记", "获得标记"])
.set("ai", function (target) {
var player = _status.event.player;
if (!ui.selected.targets.length) {
return get.attitude(player, target);
}
return -get.attitude(player, target);
});
else event.finish();
"step 5";
if (result.bool) {
var targets = result.targets;
player.logSkill("quxi_effect", targets, false);
player.line2(targets);
var gain = targets[0].countMark("quxi_lose");
if (gain) {
targets[0].removeMark("quxi_lose", gain);
targets[1].addMark("quxi_lose", gain);
}
game.delayx();
}
},
},
gainlose: {
trigger: { player: "phaseDrawBegin" },
forced: true,
filter: function (event, player) {
if (event.numFixed) return false;
return player.countMark("quxi_gain") - player.countMark("quxi_lose") != 0;
},
content: function () {
trigger.num += player.countMark("quxi_gain") - player.countMark("quxi_lose");
},
},
gain: {
marktext: "丰",
intro: {
name: "驱徙(丰)",
name2: "丰",
content: "mark",
},
},
lose: {
marktext: "歉",
intro: {
name: "驱徙(歉)",
name2: "歉",
content: "mark",
},
},
},
},
bixiong: {
trigger: {
player: "loseAfter",
global: "loseAsyncAfter",
},
forced: true,
filter: function (event, player) {
if (event.type != "discard" || event.getlx === false || event.getParent("phaseDiscard").player != player) return false;
var evt = event.getl(player);
return evt && evt.hs && evt.hs.length > 0;
},
content: function () {
var cards = [],
hs = trigger.getl(player).hs;
for (var i of hs) cards.add(get.suit(i, player));
player.addTempSkill("bixiong2", { player: "phaseBegin" });
player.markAuto("bixiong2", cards);
},
},
bixiong2: {
onremove: true,
mod: {
targetEnabled: function (card, player, target) {
if (player !== target && target.getStorage("bixiong2").includes(get.suit(card))) return false;
},
},
intro: { content: "不能成为其他角色$牌的目标" },
},
//高干
juguan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
event.filterCard(
{
name: "sha",
},
player,
event
) ||
event.filterCard(
{
name: "juedou",
},
player,
event
)
);
},
chooseButton: {
dialog: function () {
return ui.create.dialog("拒关", [["sha", "juedou"], "vcard"]);
},
filter: function (button, player) {
var evt = _status.event.getParent();
return evt.filterCard(
{
name: button.link[2],
},
player,
evt
);
},
check: function (button) {
return (
_status.event.player.getUseValue({
name: button.link[2],
}) * (button.link[2] == "juedou" ? 3 : 1)
);
},
backup: function (links) {
return {
audio: "juguan",
viewAs: { name: links[0][2] },
filterCard: true,
check: function (card) {
return 6 - get.value(card);
},
position: "hs",
onuse: function (result, player) {
player.addTempSkill("juguan_effect");
},
};
},
prompt: function (links) {
return "将一张手牌当做" + get.translation(links[0][2]) + "使用";
},
},
ai: {
order: function (item, player) {
return Math.max(get.order({ name: "sha" }), get.order({ name: "juedou" })) + 0.2;
},
result: { player: 1 },
},
subSkill: {
effect: {
trigger: { global: "damage" },
forced: true,
charlotte: true,
firstDo: true,
silent: true,
popup: false,
filter: function (event, player) {
var evt = event.getParent("useCard");
return event.card && evt && event.card == evt.card && evt.skill == "juguan_backup" && evt.player == player;
},
content: function () {
player.addSkill("juguan_draw");
player.markAuto("juguan_draw", [trigger.player]);
},
},
draw: {
audio: "juguan",
trigger: { player: "phaseDrawBegin" },
forced: true,
charlotte: true,
onremove: true,
content: function () {
player.removeSkill("juguan_draw");
if (!trigger.numFixed) trigger.num += 2;
},
group: "juguan_clear",
intro: {
content: "若没有受到$的伤害,则下个摸牌阶段多摸两张牌",
},
},
clear: {
trigger: { player: "damage" },
forced: true,
charlotte: true,
firstDo: true,
silent: true,
popup: false,
filter: function (event, player) {
return player.storage.juguan_draw && player.storage.juguan_draw.includes(event.source);
},
content: function () {
player.unmarkAuto("juguan_draw", [trigger.source]);
if (!player.storage.juguan_draw || !player.storage.juguan_draw.length) player.removeSkill("juguan_draw");
},
},
},
},
//OL鲍三娘
olwuniang: {
audio: "xinfu_wuniang",
trigger: { player: "useCardAfter" },
usable: 1,
filter: function (event, player) {
return event.card.name == "sha" && event.targets.length == 1 && event.targets[0].isIn();
},
logTarget: "targets",
content: function () {
"step 0";
var target = trigger.targets[0];
target
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"武娘:是否对" + get.translation(player) + "使用一张杀?"
)
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.filterTarget.apply(this, arguments);
})
.set("sourcex", player);
"step 1";
player.addTempSkill("olwuniang2");
player.addMark("olwuniang2", 1, false);
player.draw();
},
},
olwuniang2: {
onremove: true,
charlotte: true,
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("olwuniang2");
},
},
},
olxushen: {
derivation: "olzhennan",
audio: "xinfu_xushen",
trigger: { player: "dying" },
limited: true,
skillAnimation: true,
animationColor: "fire",
filter: function (event, player) {
return player.hp < 1;
},
content: function () {
"step 0";
player.awakenSkill("olxushen");
player.addSkills("olzhennan");
player.recover(1 - player.hp);
"step 1";
if (
!player.isDying() &&
!game.hasPlayer(function (current) {
return current.name1 == "guansuo" || current.name2 == "guansuo";
})
) {
player
.chooseTarget(function (card, player, current) {
return current != player && current.hasSex("male");
}, "许身:是否令一名其他男性角色选择是否将其武将牌替换为“关索”?")
.set("ai", function (target) {
return get.attitude(_status.event.player, target) - 4;
});
} else event.finish();
"step 2";
if (!result.bool) {
event.finish();
return;
}
var target = result.targets[0];
event.target = target;
player.line(target, "fire");
target.chooseBool("许身:是否将自己的一张武将牌替换为“关索”?");
"step 3";
if (result.bool) {
if (target.name2 != undefined) {
target.chooseControl(target.name1, target.name2).set("prompt", "请选择要更换的武将牌");
} else event._result = { control: target.name1 };
} else event.finish();
"step 4";
target.reinitCharacter(result.control, "guansuo");
},
},
olzhennan: {
audio: "xinfu_zhennan",
enable: "phaseUse",
usable: 1,
viewAs: { name: "nanman" },
filterCard: true,
selectCard: function () {
if (ui.selected.targets.length) return [ui.selected.targets.length, Math.min(ui.selected.targets.length + 1, game.players.length - 1)];
return [1, Infinity];
},
check: function (card) {
var player = _status.event.player;
if (
game.countPlayer(function (current) {
return current != player && player.canUse("nanman", current) && get.effect(current, { name: "nanman" }, player, player) > 0;
}) <= ui.selected.cards.length
)
return 0;
return 6 - get.value(card);
},
selectTarget: function () {
return ui.selected.cards.length;
},
ai: {
order: 2,
},
group: "olzhennan2",
},
olzhennan2: {
trigger: { target: "useCardToBefore" },
forced: true,
locked: false,
audio: "olzhennan",
filter: function (event, player) {
return event.card.name == "nanman";
},
content: function () {
trigger.cancel();
},
},
//黄承彦
guanxu: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(current => lib.skill.guanxu.filterTarget(null, player, current));
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
content: function () {
"step 0";
var cards = get.cards(5);
for (var i = cards.length - 1; i >= 0; i--) {
ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
}
game.updateRoundNumber();
var hs = target.getCards("h");
var dialog = ["观虚:选择要操作的牌", '' + get.translation(target) + "的手牌
", hs, '牌堆顶
', cards];
player
.chooseButton(dialog, 2)
.set("filterButton", function (button) {
if (ui.selected.buttons.length) return get.position(button.link) != get.position(ui.selected.buttons[0].link);
return true;
})
.set("cards1", hs)
.set("cards2", cards)
.set("ai", function (button) {
var card = button.link,
cards1 = _status.event.cards1.slice(0);
var cards2 = _status.event.cards2.slice(0),
target = _status.event.getParent().target;
if (!ui.selected.buttons.length) {
if (!cards1.includes(card)) return 0;
cards1.remove(card);
var suits = cards2.map(function (i) {
return get.suit(i, target);
});
for (var i of lib.suit) {
var num = cards1.filter(function (c) {
return get.suit(c, target) == i;
}).length;
if (num > 2 || (num > 1 && suits.includes(i))) return 20 + get.value(card);
}
return get.value(card);
}
cards1.remove(ui.selected.buttons[0].link);
cards1.push(card);
for (var i of lib.suit) {
if (
cards1.filter(function (c) {
return get.suit(c, target) == i;
}).length > 2
)
return 20 - get.value(card);
return get.value(ui.selected.buttons[0].link) - get.value(card);
}
});
"step 1";
if (result.bool) {
var cards = result.links;
if (get.position(cards[0]) != "h") cards.reverse();
var next = target.lose(cards[0], ui.cardPile);
next.insert_index_card = cards[1];
next.insert_index = function (event) {
return event.insert_index_card;
};
target.gain(cards[1], "draw");
} else event.finish();
"step 2";
game.updateRoundNumber();
var suits = [],
map = {},
hs = target.getCards("h");
if (hs.length) {
for (var i of hs) {
if (!lib.filter.canBeDiscarded(i, player, target, "guanxu")) continue;
var suit = get.suit(i, target);
if (!map[suit]) map[suit] = 1;
else map[suit]++;
if (map[suit] > 2) suits.add(suit);
}
var next = player.discardPlayerCard(target, 3, "visible", "h");
next.set("suits", suits);
next.set("filterButton", function (button) {
var suit = get.suit(button.link);
if (!ui.selected.buttons.length) return _status.event.suits.includes(suit);
return suit == get.suit(ui.selected.buttons[0].link);
});
if (suits.length) next.set("forced", true);
}
},
ai: {
order: 9,
result: {
target: function (player, target) {
if (target.countCards("h") > 3) return -5;
if (target.countCards("h") == 3) return -3;
return -0.5;
},
},
},
},
yashi: {
trigger: { player: "damageEnd" },
direct: true,
filter: function (event, player) {
if (event.source && event.source.isIn()) return true;
return game.hasPlayer(current => lib.skill.guanxu.filterTarget(null, player, current));
},
content: function () {
"step 0";
event.addIndex = 0;
var choiceList = [];
if (trigger.source && trigger.source.isIn()) {
choiceList.push("令" + get.translation(trigger.source) + "的所有非锁定技失效");
} else event.addIndex++;
if (game.hasPlayer(current => lib.skill.guanxu.filterTarget(null, player, current))) choiceList.push("发动一次〖观虚〗");
player
.chooseControl("cancel2")
.set("prompt", get.prompt("yashi"))
.set("choiceList", choiceList)
.set("ai", function () {
var player = _status.event.player,
source = _status.event.getTrigger().source,
index = _status.event.getParent().addIndex;
if (
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 3 && get.attitude(player, current) < 0;
})
)
return 1 - index;
if (source && source.isIn() && get.attitude(player, source) < 0 && !source.hasSkill("fengyin")) return 0;
if (
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0 && get.attitude(player, current) < 0;
})
)
return 1 - index;
return "cancel2";
});
"step 1";
if (result.control != "cancel2") {
if (result.index + event.addIndex == 0) {
var target = trigger.source;
player.logSkill("yashi", target);
//target.removeSkill('fengyin');
target.addTempSkill("fengyin", { player: "phaseBegin" });
event.finish();
} else
player.chooseTarget(true, "请选择〖观虚〗的目标", lib.skill.guanxu.filterTarget).set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, "guanxu", player, player);
});
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
player.logSkill("yashi", target);
var next = game.createEvent("yashi_guanxu");
next.player = player;
next.target = target;
next.setContent(lib.skill.guanxu.content);
}
},
},
//黄祖
wangong: {
audio: 2,
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
return get.type(event.card, false) == "basic";
},
content: function () {
player.addSkill("wangong2");
},
},
wangong2: {
trigger: { player: "useCard1" },
forced: true,
popup: false,
firstDo: true,
charlotte: true,
content: function () {
player.removeSkill("wangong2");
if (trigger.card.name == "sha") trigger.baseDamage++;
},
mod: {
cardUsable: function (card) {
if (card.name == "sha") return Infinity;
},
targetInRange: function (card) {
if (card.name == "sha") return true;
},
},
mark: true,
intro: {
content: "使用【杀】无距离和次数限制且伤害+1",
},
},
//潘淑
weiyi: {
trigger: { global: "damageEnd" },
filter: function (event, player) {
if (player.getStorage("weiyi").includes(event.player) || !event.player.isIn()) return false;
return event.player.hp >= player.hp || event.player.isDamaged();
},
direct: true,
content: function () {
"step 0";
var list = [];
if (trigger.player.hp >= player.hp) list.push("失去体力");
if (trigger.player.hp <= player.hp && trigger.player.isDamaged()) list.push("回复体力");
list.push("cancel2");
player
.chooseControl(list)
.set("prompt", get.prompt2("weiyi", trigger.player))
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getTrigger().player;
var att = get.attitude(player, target),
eff = get.recoverEffect(target, player, player);
if (target.hp <= player.hp && target.isDamaged() && att > 2 && eff > 0) {
if (player == target) {
var storage = player.getStorage("weiyi");
if (
player.hp >= 2 &&
game.hasPlayer(function (current) {
return current.hp == player.hp + 1 && !storage.includes(current) && get.attitude(player, current) < 0;
})
)
return "cancel2";
}
return "回复体力";
}
if (target.hp >= player.hp && att < -2 && eff < 0) return "失去体力";
return "cancel2";
});
"step 1";
if (result.control != "cancel2") {
var target = trigger.player;
player.logSkill("weiyi", target);
player.markAuto("weiyi", [target]);
target[result.control == "失去体力" ? "loseHp" : "recover"]();
}
},
onremove: true,
intro: {
content: "已令$对汝威服",
},
},
jinzhi: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard: function (player, name) {
if (get.type(name) == "basic" && lib.inpile.includes(name) && player.countMark("jinzhi2") < player.countCards("he")) return true;
},
filter: function (event, player) {
if (event.responded || event.jinzhi || player.countMark("jinzhi2") >= player.countCards("he")) return false;
for (var i of lib.inpile) {
if (get.type(i) == "basic" && event.filterCard({ name: i, isCard: true }, player, event)) return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i of lib.inpile) {
if (get.type(i) == "basic" && event.filterCard({ name: i, isCard: true }, player, event)) {
list.push(["基本", "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]);
}
}
}
return ui.create.dialog("锦织", [list, "vcard"], "hidden");
},
check: function (button) {
if (button.link[2] == "shan") return 3;
var player = _status.event.player;
if (button.link[2] == "jiu") {
if (player.getUseValue({ name: "jiu" }) <= 0) return 0;
if (player.countCards("h", "sha")) return player.getUseValue({ name: "jiu" });
}
return player.getUseValue({ name: button.link[2], nature: button.link[3] }) / 4;
},
backup: function (links, player) {
return {
selectCard: player.countMark("jinzhi2") + 1,
filterCard: function (card, player) {
if (ui.selected.cards.length) {
if (get.color(card) != get.color(ui.selected.cards[0])) return false;
}
return lib.filter.cardDiscardable.apply(this, arguments);
},
complexCard: true,
viewAs: {
name: links[0][2],
nature: links[0][3],
suit: "none",
number: null,
isCard: true,
},
position: "he",
ignoreMod: true,
check: function (card) {
var player = _status.event.player,
color = get.color(card, player);
if (player.countCards("he", { color: color }) <= player.countMark("jinzhi2") || (ui.selected.cards.length && get.color(ui.selected.cards[0], player) != color)) return -1;
if (
lib.skill.jinzhi_backup.viewAs.name == "jiu" &&
!player.countCards("h", function (cardx) {
return card != cardx && !ui.selected.cards.includes(cardx) && get.name(cardx, player) == "sha";
})
)
return 0;
return Math.min(0.01, 6 - get.value(card));
},
precontent: function () {
player.logSkill("jinzhi");
player.addTempSkill("jinzhi2", "roundStart");
player.addMark("jinzhi2", 1, false);
var cards = event.result.cards;
player.discard(cards);
player.draw();
event.result.card = {
name: event.result.card.name,
nature: event.result.card.nature,
isCard: true,
};
event.result.cards = [];
delete event.result.skill;
if (cards.length > 1) {
var color = get.color(cards[0], player);
for (var i = 1; i < cards.length; i++) {
if (get.color(cards[i], player) != color) {
var evt = event.getParent();
evt.set("jinzhi", true);
evt.goto(0);
return;
}
}
}
},
};
},
prompt: function (links, player) {
var name = links[0][2];
var nature = links[0][3];
return "弃置" + get.cnNumber(player.countMark("jinzhi2") + 1) + "张颜色相同的牌并摸一张牌,然后视为使用" + (get.translation(nature) || "") + get.translation(name);
},
},
ai: {
order: function (item, player) {
if (_status.event.type == "phase" && !player.countMark("jinzhi2") && player.getUseValue({ name: "jiu" }, null, true) > 0 && player.countCards("h", "sha")) return get.order({ name: "jiu" }) + 1;
return 1;
},
respondShan: true,
respondSha: true,
skillTagFilter: function (player) {
if (player.countMark("jinzhi2") >= player.countCards("he")) return false;
},
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
},
jinzhi2: {
onremove: true,
intro: {
content: "本轮已发动过#次",
},
},
//宗预
zyqiao: {
audio: 2,
trigger: { target: "useCardToTargeted" },
logTarget: "player",
usable: 2,
preHidden: true,
filter: function (event, player) {
var source = event.player;
if (source == player) return false;
if (get.mode() == "guozhan" && source.isFriendOf(player)) return false;
return source.countDiscardableCards(player, "he") > 0;
},
check: function (event, player) {
var target = event.player;
if (get.attitude(player, target) >= 0) return false;
if (
!player.countCards("he", function (card) {
return lib.filter.cardDiscardable(card, player, "zyqiao");
})
)
return true;
if (player.countCards("he", card => get.value(card, player) < 5)) return true;
if (target.countCards("he", card => get.value(card, target) > 6) && player.countCards("he", card => get.value(card, player) < 7)) return true;
return false;
},
content: function () {
"step 0";
player.discardPlayerCard(trigger.player, true, "he");
"step 1";
if (
player.countCards("he", function (card) {
return lib.filter.cardDiscardable(card, player, "zyqiao");
})
)
player.chooseToDiscard("he", true);
},
},
chengshang: {
audio: 2,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
if (!lib.suit.includes(get.suit(event.card, false)) || typeof get.number(event.card) != "number") return false;
if (
player.getHistory("sourceDamage", function (evt) {
return evt.card == event.card;
}).length
)
return false;
var phsu = event.getParent("phaseUse");
if (!phsu || phsu.player != player) return false;
if (
player.getHistory("gain", function (evt) {
return evt.getParent().name == "chengshang" && phsu === evt.getParent("phaseUse");
}).length
)
return false;
for (var i of event.targets) {
if (i != player && (get.mode() != "guozhan" || i.isEnemyOf(player))) return true;
}
return false;
},
preHidden: true,
content: function () {
var suit = get.suit(trigger.card);
var number = get.number(trigger.card);
var cards = [];
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (card.suit == suit && card.number == number) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2");
},
},
//新丁奉
reduanbing: {
audio: "duanbing",
audioname2: { heqi: "duanbing_heqi" },
trigger: { player: "useCard2" },
filter: function (event, player) {
if (event.card.name != "sha") return false;
return game.hasPlayer(function (current) {
return !event.targets.includes(current) && get.distance(player, current) <= 1 && player.canUse(event.card, current);
});
},
direct: true,
preHidden: ["reduanbing_sha"],
content: function () {
"step 0";
player
.chooseTarget(get.prompt("reduanbing"), "为" + get.translation(trigger.card) + "增加一个目标", function (card, player, target) {
return !_status.event.sourcex.includes(target) && get.distance(player, target) <= 1 && player.canUse(_status.event.card, target);
})
.set("sourcex", trigger.targets)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card)
.setHiddenSkill(event.name);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.target = result.targets[0];
} else {
event.finish();
}
"step 2";
player.logSkill("reduanbing", event.target);
trigger.targets.push(event.target);
},
ai: {
effect: {
player: function (card, player, target, current, isLink) {
if (!isLink && card.name == "sha") {
if (player._reduanbingtmp) return;
player._reduanbingtmp = true;
if (get.effect(target, card, player, player) <= 0) {
delete player._reduanbingtmp;
return;
}
if (
game.hasPlayer(function (current) {
return current != target && get.distance(player, current) <= 1 && player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
) {
delete player._reduanbingtmp;
return [1, 1];
}
delete player._reduanbingtmp;
}
},
},
},
group: "reduanbing_sha",
subSkill: {
sha: {
audio: "duanbing",
audioname: ["heqi"],
trigger: { player: "useCardToPlayered" },
forced: true,
filter: function (event, player) {
return event.card.name == "sha" && !event.getParent().directHit.includes(event.target) && get.distance(player, event.target) <= 1;
},
logTarget: "target",
content: function () {
var id = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired++;
} else {
map[id].shanRequired = 2;
}
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
if (arg.card.name != "sha" || arg.target.countCards("h", "shan") > 1 || get.distance(player, arg.target) > 1) return false;
},
},
},
},
},
refenxun: {
audio: "fenxun",
enable: "phaseUse",
usable: 1,
position: "he",
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
player.markAuto("refenxun2", targets);
player.addTempSkill("refenxun2");
},
ai: {
order: 6.5,
result: {
player: function (player, target) {
if (get.distance(player, target) <= 1) return 0;
var hs = player.getCards("h", "shunshou");
if (hs.length && player.canUse(hs[0], target, false)) {
return 1;
}
var geteff = function (current) {
return player.canUse("sha", current, false, true) && get.effect(current, { name: "sha" }, player, player) > 0;
};
if (player.hasSha() && geteff(target)) {
var num = game.countPlayer(function (current) {
return current != player && get.distance(player, current) <= 1 && geteff(current);
});
if (num == 0) {
if (
game.hasPlayer(function (current) {
return player.canUse("sha", current) && geteff(current) && current != target;
})
) {
return 1;
}
} else if (num == 1) {
return 1;
}
}
return 0;
},
},
},
},
refenxun2: {
audio: "fenxun",
trigger: {
player: "phaseJieshuBegin",
},
forced: true,
charlotte: true,
filter: function (event, player) {
return (
player.getHistory("sourceDamage", function (evt) {
return player.storage.refenxun2.includes(evt.player);
}).length == 0 &&
player.countCards("he", function (card) {
return lib.filter.cardDiscardable(card, player, "refenxun2");
}) > 0
);
},
content: function () {
player.chooseToDiscard("he", true);
},
onremove: true,
intro: {
content: "到$的距离视为1",
},
mod: {
globalFrom: function (from, to) {
if (from.storage.refenxun2.includes(to)) {
return -Infinity;
}
},
},
},
//蔡阳新技能
zhuixi: {
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1;
},
},
},
//新塌顿
reluanzhan: {
audio: "luanzhan",
trigger: {
player: "damageEnd",
source: "damageSource",
},
forced: true,
locked: false,
content: function () {
player.addMark("reluanzhan", 1, false);
},
intro: { content: "mark" },
ai: { notemp: true },
group: ["reluanzhan_add", "reluanzhan_remove"],
},
reluanzhan_add: {
trigger: { player: "useCard2" },
direct: true,
filter: function (event, player) {
if ((event.card.name != "sha" && (get.color(event.card) != "black" || get.type(event.card) != "trick")) || !player.countMark("reluanzhan")) return false;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current);
})
) {
return true;
}
}
return false;
},
content: function () {
"step 0";
var num = player.countMark("reluanzhan");
var prompt2 = "为" + get.translation(trigger.card) + "增加至多" + get.cnNumber(num) + "个目标";
player
.chooseTarget(
get.prompt("reluanzhan"),
function (card, player, target) {
if (_status.event.targets.includes(target)) return false;
var player = _status.event.player;
return lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target);
},
[1, num]
)
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (event.targets) {
player.logSkill("reluanzhan", event.targets);
trigger.targets.addArray(event.targets);
}
},
},
reluanzhan_remove: {
audio: "luanzhan",
trigger: { player: "useCardToPlayered" },
forced: true,
locked: false,
filter: function (event, player) {
if (!event.isFirstTarget || (event.card.name != "sha" && (get.color(event.card) != "black" || get.type(event.card) != "trick")) || !player.countMark("reluanzhan")) return false;
var info = get.info(event.card);
if (info.allowMultiple == false || info.multitarget) return false;
return event.targets.length < player.countMark("reluanzhan");
},
content: function () {
player.removeMark("reluanzhan", Math.ceil(player.countMark("reluanzhan") / 2));
},
},
//卧龙凤雏双头祈福
youlong: {
enable: "chooseToUse",
audio: 2,
audioname: ["key_sakuya"],
zhuanhuanji: true,
marktext: "☯",
mark: true,
intro: {
content: function (storage, player) {
return storage ? "每轮限一次,你可以废除你的一个装备栏,视为使用一张未以此法使用过的基本牌。" : "每轮限一次,你可以废除你的一个装备栏,视为使用一张未以此法使用过的普通锦囊牌。";
},
},
init: function (player) {
player.storage.youlong = false;
if (!player.storage.youlong2) player.storage.youlong2 = [];
},
hiddenCard: function (player, name) {
if (player.storage.youlong2.includes(name) || !player.hasEnabledSlot()) return false;
if (player.hasSkill("youlong_" + (player.storage.youlong || false))) return false;
var type = get.type(name);
if (player.storage.youlong) return type == "basic";
return type == "trick";
},
filter: function (event, player) {
if (player.storage.youlong2.includes(name) || !player.hasEnabledSlot()) return false;
if (player.hasSkill("youlong_" + (player.storage.youlong || false))) return false;
var type = player.storage.youlong ? "basic" : "trick";
for (var name of lib.inpile) {
if (player.storage.youlong2.includes(name)) continue;
if (get.type(name) != type) continue;
if (event.filterCard({ name: name, isCard: true }, player, event)) return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var dialog = ui.create.dialog("游龙", "hidden");
const equips = [];
for (let i = 1; i < 6; i++) {
if (!player.hasEnabledSlot(i)) continue;
equips.push([i, get.translation("equip" + i)]);
}
if (equips.length > 0) dialog.add([equips, "tdnodes"]);
var type = player.storage.youlong ? "basic" : "trick";
var list = [];
for (var name of lib.inpile) {
if (player.storage.youlong2.includes(name)) continue;
if (get.type(name) != type) continue;
if (event.filterCard({ name: name, isCard: true }, player, event)) {
list.push([type, "", name]);
if (name == "sha") {
for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]);
}
}
}
dialog.add([list, "vcard"]);
return dialog;
},
filter: function (button) {
if (ui.selected.buttons.length && typeof button.link == typeof ui.selected.buttons[0].link) return false;
return true;
},
select: 2,
check: function (button) {
var player = _status.event.player;
if (typeof button.link == "number") {
var card = player.getEquip(button.link);
if (card) {
var val = get.value(card);
if (val > 0) return 0;
return 5 - val;
}
switch (button.link) {
case 3:
return 4.5;
case 4:
return 4.4;
case 5:
return 4.3;
case 2:
return (3 - player.hp) * 1.5;
case 1: {
if (
game.hasPlayer(function (current) {
return (get.realAttitude || get.attitude)(player, current) < 0 && get.distance(player, current) > 1;
})
)
return 0;
return 3.2;
}
}
}
var name = button.link[2];
var evt = _status.event.getParent();
if (evt.type == "phase") {
var card = { name: name, nature: button.link[3], isCard: true };
if (name == "shan") return 2;
if (evt.type == "dying") {
if (get.attitude(player, evt.dying) < 2) return false;
if (name == "jiu") return 2.1;
return 1.9;
}
return player.getUseValue(card);
}
return 1;
},
backup: function (links, player) {
if (typeof links[1] == "number") links.reverse();
var equip = links[0];
var name = links[1][2];
var nature = links[1][3];
return {
filterCard: function () {
return false;
},
selectCard: -1,
equip: equip,
viewAs: {
name: name,
nature: nature,
isCard: true,
},
popname: true,
precontent: function () {
player.logSkill("youlong");
player.disableEquip(lib.skill.youlong_backup.equip);
delete event.result.skill;
player.addTempSkill("youlong_" + (player.storage.youlong || false), "roundStart");
player.changeZhuanhuanji("youlong");
player.storage.youlong2.add(event.result.card.name);
},
};
},
prompt: function (links, player) {
if (typeof links[1] == "number") links.reverse();
var equip = "equip" + links[0];
var name = links[1][2];
var nature = links[1][3];
return "废除自己的" + get.translation(equip) + "栏,视为使用" + (get.translation(nature) || "") + get.translation(name);
},
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag, arg) {
if (arg == "respond") return false;
if (!player.storage.youlong || player.hasSkill("youlong_true")) return false;
var name = tag == "respondSha" ? "sha" : "shan";
return !player.storage.youlong2.includes(name);
},
order: function (item, player) {
if (player && _status.event.type == "phase") {
var max = 0,
add = false;
var type = player.storage.youlong ? "basic" : "trick";
var list = lib.inpile.filter(name => get.type(name) == type && !player.storage.youlong2.includes(name));
if (list.includes("sha")) add = true;
list = list.map(namex => {
return { name: namex, isCard: true };
});
if (add) lib.inpile_nature.forEach(naturex => list.push({ name: "sha", nature: naturex, isCard: true }));
for (var card of list) {
if (player.getUseValue(card) > 0) {
var temp = get.order(card);
if (temp > max) max = temp;
}
}
if (max > 0) max += 0.3;
return max;
}
return 1;
},
result: { player: 1 },
},
},
youlong_true: { charlotte: true },
youlong_false: { charlotte: true },
luanfeng: {
audio: 2,
audioname: ["key_sakuya"],
trigger: { global: "dying" },
filter: function (event, player) {
return event.player.maxHp >= player.maxHp && event.player.hp < 1;
},
limited: true,
skillAnimation: true,
animationColor: "soil",
logTarget: "player",
check: function (event, player) {
if (get.attitude(player, event.player) < 4) return false;
if (
player.countCards("h", function (card) {
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, event.player, "unchanged", "cardSavable", player);
if (mod != "unchanged") return mod;
var savable = get.info(card).savable;
if (typeof savable == "function") savable = savable(card, player, event.player);
return savable;
}) >=
1 - event.player.hp
)
return false;
if (event.player == player || event.player == get.zhu(player)) return true;
return !player.hasUnknown();
},
content: function () {
"step 0";
player.awakenSkill("luanfeng");
trigger.player.recover(3 - trigger.player.hp);
"step 1";
var list = [],
target = trigger.player;
for (var i = 1; i < 6; i++) {
for (var j = 0; j < target.countDisabledSlot(i); j++) {
list.push(i);
}
}
if (list.length > 0) target.enableEquip(list);
if (list.length < 6) target.drawTo(6 - list.length);
if (target.storage.kotarou_rewrite) target.storage.kotarou_rewrite = [];
if (player == target) player.storage.youlong2 = [];
},
},
//曹爽,韩遂,何进
xiaoxi: {
audio: 2,
audioname: ["machao", "hansui", "pangde"],
trigger: {
player: "enterGame",
global: "phaseBefore",
},
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
direct: true,
content: function () {
player.chooseUseTarget("sha", get.prompt("xiaoxi"), "视为使用一张【杀】").logSkill = "xiaoxi";
},
},
spmouzhu: {
enable: "phaseUse",
audio: "mouzhu",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(current => lib.skill.spmouzhu.filterTarget(null, player, current));
},
filterTarget: function (card, player, target) {
if (!target.countCards("h")) return false;
return player != target && (target.hp == player.hp || get.distance(player, target) == 1);
},
selectTarget: [1, Infinity],
content: function () {
"step 0";
target.chooseCard("h", "交给" + get.translation(player) + "一张牌", true);
"step 1";
if (result.bool) target.give(result.cards, player);
"step 2";
if (player.countCards("h") <= target.countCards("h")) {
event.finish();
return;
}
var list = [];
if (target.canUse("sha", player, false)) list.push("sha");
if (target.canUse("juedou", player, false)) list.push("juedou");
if (!list.length) event.finish();
else if (list.length == 1) event._result = { control: list[0] };
else
target.chooseControl(list).set("prompt", "对" + get.translation(player) + "使用一张【杀】或【决斗】。").ai = function () {
return get.effect(player, { name: "sha" }, target, target) >= get.effect(player, { name: "juedou" }, target, target) ? "sha" : "juedou";
};
"step 3";
target.useCard({ name: result.control, isCard: true }, player, "noai");
},
ai: {
order: 7,
result: {
target: -1.2,
player: function (player, target) {
if (ui.selected.targets.length) return 0;
if (target.countCards("h") - player.countCards("h") > 1) return 1;
if (get.damageEffect(target, player, player, player) > 0) return 1;
if (player.hp > 3 || (player.countCards("h", "sha") && player.countCards("h", "shan"))) return 0;
if (player.hp > 2) return -1.1;
return -2;
},
},
},
},
spyanhuo: {
audio: "yanhuo",
trigger: { player: "die" },
forceDie: true,
skillAnimation: true,
animationColor: "soil",
content: function () {
player.line(game.players, "green");
game.addGlobalSkill("spyanhuo_damage");
if (!_status.yanhuo) _status.yanhuo = 0;
_status.yanhuo++;
},
subSkill: {
damage: {
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
return event.card.name == "sha";
},
content: function () {
trigger.baseDamage += _status.yanhuo || 0;
},
},
},
},
spniluan: {
enable: "phaseUse",
audio: "niluan",
viewAs: { name: "sha" },
check: function (card) {
return 5.1 - get.value(card);
},
filterCard: { color: "black" },
position: "hes",
viewAsFilter: function (player) {
return player.countCards("hes", lib.skill.spniluan.filterCard) > 0;
},
group: "spniluan_clear",
},
spniluan_clear: {
trigger: { player: "useCardAfter" },
forced: true,
silent: true,
charlotte: true,
filter: function (event, player) {
return (
event.skill == "spniluan" &&
event.addCount !== false &&
player.getHistory("sourceDamage", function (card) {
return card.card == event.card;
}).length == 0
);
},
content: function () {
trigger.addCount = false;
if (player.stat[player.stat.length - 1].card.sha > 0) {
player.stat[player.stat.length - 1].card.sha--;
}
},
},
spweiwu: {
audio: 2,
locked: false,
enable: "phaseUse",
usable: 1,
viewAs: {
name: "shunshou",
storage: { spweiwu: true },
},
filterCard: { color: "red" },
position: "hes",
check: function (card) {
return 7 - get.value(card);
},
mod: {
targetInRange: function (card) {
if (card.storage && card.storage.spweiwu) return true;
},
},
},
tuogu: {
audio: 2,
trigger: { global: "die" },
filter: function (event, player) {
return (
event.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill;
}).length > 0
);
},
logTarget: "player",
skillAnimation: true,
limited: true,
animationColor: "thunder",
content: function () {
"step 0";
player.awakenSkill("tuogu");
var list = trigger.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill;
});
if (list.length == 1) event._result = { control: list[0] };
else
trigger.player
.chooseControl(list)
.set("prompt", "选择令" + get.translation(player) + "获得一个技能")
.set("forceDie", true)
.set("ai", function () {
return list.randomGet();
});
"step 1";
player.addSkills(result.control);
game.broadcastAll(function (skill) {
var list = [skill];
game.expandSkills(list);
for (var i of list) {
var info = lib.skill[i];
if (!info) continue;
if (!info.audioname2) info.audioname2 = {};
info.audioname2.caoshuang = "tuogu";
}
}, result.control);
},
},
retuogu: {
audio: "tuogu",
trigger: { global: "die" },
filter: function (event, player) {
return (
event.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill;
}).length > 0
);
},
logTarget: "player",
check: function (event, player) {
var list = event.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill;
});
var negSkill = list.some(function (skill) {
return get.skillRank(skill, "inout") <= 0;
});
var att = get.sgnAttitude(event.player, player);
if (!player.storage.retuogu) {
if (negSkill && att < 0) return false;
return true;
}
list.sort(function (a, b) {
return att * (get.skillRank(b, "inout") - get.skillRank(a, "inout"));
})[0];
return get.skillRank(list[0], "inout") >= get.skillRank(player.storage.retuogu, "inout");
},
content: function () {
"step 0";
var list = trigger.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill;
});
if (list.length == 1) event._result = { control: list[0] };
else
trigger.player
.chooseControl(list)
.set("prompt", "选择令" + get.translation(player) + "获得一个技能")
.set("forceDie", true)
.set("ai", function () {
var att = get.sgnAttitude(_status.event.getTrigger().player, player);
if (att == 0) return list.randomGet();
var listx = list
.map(function (skill) {
return [skill, get.skillRank(skill, "inout")];
})
.sort(function (a, b) {
return att * (b[1] - a[1]);
})
.slice(0, 2);
var listx2 = [0];
if (Math.abs(listx[0][1] - listx[1][1]) <= 0.5 && Math.sign(listx[0][1]) == Math.sign(listx[1][1])) listx2.push(1);
return listx[listx2.randomGet()][0];
});
"step 1";
if (player.storage.retuogu) player.removeSkill(player.storage.retuogu);
player.storage.retuogu = result.control;
player.markSkill("retuogu");
player.addSkills(result.control);
game.broadcastAll(function (skill) {
var list = [skill];
game.expandSkills(list);
for (var i of list) {
var info = lib.skill[i];
if (!info) continue;
if (!info.audioname2) info.audioname2 = {};
info.audioname2.caoshuang = "tuogu";
}
}, result.control);
},
mark: true,
intro: { content: "当前托孤技能:$" },
},
shanzhuan: {
trigger: { source: "damageSource" },
audio: 2,
direct: true,
filter: function (event, player) {
return player != event.player && !event.player.isDisabledJudge() && event.player.countCards("he") && !event.player.countCards("j", card => get.type(card.viewAs || card.name) == "delay");
},
content: function () {
"step 0";
player.choosePlayerCard(trigger.player, "he", get.prompt("shanzhuan", trigger.player)).set("ai", function (card) {
if (get.attitude(_status.event.player, _status.event.target) >= 0) return 0;
return get.buttonValue(card);
});
"step 1";
if (result.bool) {
player.logSkill("shanzhuan", trigger.player);
var card = result.cards[0];
trigger.player.$throw(card);
game.delayx();
if (get.type(card, false) == "delay") trigger.player.addJudge(card);
else trigger.player.addJudge({ name: get.color(card, false) == "red" ? "lebu" : "bingliang" }, result.cards);
}
},
group: "shanzhuan_draw",
subfrequent: ["draw"],
subSkill: {
draw: {
audio: "shanzhuan",
trigger: { player: "phaseEnd" },
frequent: true,
prompt: "是否发动【擅专】摸一张牌?",
filter: function (event, player) {
return !player.getHistory("sourceDamage").length;
},
content: function () {
player.draw();
},
},
},
},
olxingshen: {
trigger: { player: "damageEnd" },
frequent: true,
audio: "xingshen",
content: function () {
"step 0";
var next = player.draw();
if (get.isLuckyStar(player) || Math.random() < 0.5) next.num = 2;
var num = player.countMark("olxingshen");
if (num < 6) player.addMark("olxingshen", Math.min(6 - num, player.getDamagedHp()), false);
},
intro: {
content: "下一次发动〖严教〗时多展示X张牌",
},
},
//张道陵
zlhuji: {
mod: {
globalFrom: function (player, target, distance) {
return distance - 1;
},
},
trigger: { player: "damageEnd" },
forced: true,
filter: function (event, player) {
return player != _status.currentPhase;
},
content: function () {
"step 0";
var func = function (result) {
if (get.color(result) == "red") return 1;
return 0;
};
if (get.itemtype(trigger.source) != "player" || !player.canUse("sha", trigger.source, false))
func = function (result) {
return 0;
};
else if (get.effect(trigger.source, { name: "sha" }, player, player) < 0)
func = function (result) {
if (get.color(result) == "red") return -1;
return 0;
};
player.judge(func).judge2 = function (result) {
return result.color == "red" ? true : false;
};
"step 1";
if (result.color == "red" && get.itemtype(trigger.source) == "player" && player.canUse("sha", trigger.source, false)) {
player.useCard({ name: "sha", isCard: true }, trigger.source, false, "noai");
}
},
},
zlshoufu: {
enable: "phaseUse",
usable: 1,
delay: false,
content: function () {
"step 0";
player.draw();
"step 1";
var filterTarget = function (card, player, target) {
return target != player && !target.hasSkill("zlshoufu2");
};
if (
!player.countCards("h") ||
!game.hasPlayer(function (current) {
return filterTarget(null, player, current);
})
)
event.finish();
else
player.chooseCardTarget({
forced: true,
prompt: "将一张手牌作为“箓”置于其他角色的武将牌上",
filterTarget: filterTarget,
filterCard: true,
position: "h",
ai1: function (card) {
if (get.type(card, false) == "equip") return 1 - get.value(card);
return 7 - get.value(card);
},
ai2: function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (att > 0) return -att;
return -att / get.distance(player, target, "absolute");
},
});
"step 2";
var target = result.targets[0];
var cards = result.cards;
target.addToExpansion(cards, player, "give").gaintag.add("zlshoufu2");
player.line(target, "green");
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.12);
target.addSkill("zlshoufu2");
"step 3";
game.delayx();
},
ai: {
notemp: true,
order: 1,
result: {
player: function (player) {
if (
game.hasPlayer(function (target) {
return target != player && !target.hasSkill("zlshoufu2") && get.attitude(player, target) < 0;
}) ||
!game.hasPlayer(function (target) {
return target != player && !target.hasSkill("zlshoufu2") && get.attitude(player, target) > 0;
})
)
return 1;
return 0;
},
},
},
},
zlshoufu2: {
marktext: "箓",
intro: {
content: "expansion",
markcount: "expansion",
},
charlotte: true,
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
mod: {
cardEnabled: function (card, player) {
if (
player.getExpansions("zlshoufu2").filter(function (magic) {
return get.type2(magic) == get.type2(card);
}).length
)
return false;
},
cardRespondable: function (card, player) {
if (
player.getExpansions("zlshoufu2").filter(function (magic) {
return get.type2(magic) == get.type2(card);
}).length
)
return false;
},
cardSavable: function (card, player) {
if (
player.getExpansions("zlshoufu2").filter(function (magic) {
return get.type2(magic) == get.type2(card);
}).length
)
return false;
},
},
trigger: {
player: ["damageEnd", "loseAfter"],
global: "loseAsyncAfter",
},
forced: true,
filter: function (event, player) {
var storage = player.getExpansions("zlshoufu2");
if (!storage.length) return false;
if (event.name == "damage") return true;
if (event.type != "discard" || event.getlx === false || event.getParent("phaseDiscard").player != player) return false;
var num = 0,
evt = event.getl(player);
if (!evt || !evt.cards2) return false;
for (var i of evt.cards2) {
if (
storage.filter(function (magic) {
return get.type2(magic) == get.type2(i, event.hs.includes(i) ? player : false);
}).length
)
num++;
}
return num > 1;
},
content: function () {
player.removeSkill("zlshoufu2");
},
},
//蔡阳
yinka: {
trigger: { player: ["drawBegin", "judgeBegin"] },
direct: true,
filter: function () {
return ui.cardPile.childNodes.length > 0;
},
content: function () {
"step 0";
player.chooseButton(["印卡:请选择要置于牌堆" + (trigger.bottom ? "底" : "顶") + "的牌(先选择的在上)", Array.from(ui.cardPile.childNodes)], [1, trigger.num || 1]);
"step 1";
if (result.bool) {
while (result.links.length) {
if (trigger.bottom) {
var card = result.links.shift();
ui.cardPile.removeChild(card);
ui.cardPile.appendChild(card);
} else {
var card = result.links.pop();
ui.cardPile.removeChild(card);
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
}
}
}
},
ai: { isLuckyStar: true },
},
//新王允
xinlianji: {
enable: "phaseUse",
audio: "wylianji",
usable: 1,
check: function (card) {
return 5 - get.value(card);
},
filterTarget: function (card, player, target) {
if (ui.selected.targets.length) return true;
return target != player;
},
filterCard: true,
selectTarget: 2,
multitarget: true,
targetprompt: ["打人", "被打"],
content: function () {
"step 0";
//player.addMark('xinlianji',1,false);
var card = get.cardPile2(function (card) {
return get.subtype(card) == "equip1" && targets[0].hasUseTarget(card);
});
if (card) {
if (card.name == "qinggang" && !lib.inpile.includes("qibaodao")) {
card.remove();
card = game.createCard("qibaodao", card.suit, card.number);
}
targets[0].chooseUseTarget(card, true, "nopopup", "nothrow");
} else {
player.chat("没有装备牌了吗");
game.log("但是牌堆里已经没有装备牌了!");
}
"step 1";
game.updateRoundNumber();
targets[0]
.chooseToUse("对" + get.translation(targets[1]) + "使用一张杀,或将装备区里的武器牌交给一名其他角色", { name: "sha" })
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.filterTarget.apply(this, arguments);
})
.set("sourcex", targets[1])
.set("addCount", false);
"step 2";
var cards = targets[0].getEquips(1);
if (!result.bool && cards.length) {
event.cards = cards;
player.chooseTarget(true, "将" + get.translation(cards) + "交给一名其他角色").set("ai", function (target) {
var card = _status.event.getParent().cards;
return (target.hasSkillTag("nogain") ? 0 : get.attitude(_status.event.player, target)) * Math.max(0.1, target.getUseValue(cards[0]));
});
} else event.finish();
"step 3";
result.targets[0].gain(cards, result.targets[0], "give").giver = player;
},
ai: {
order: 4,
result: {
target: function (player, target) {
if (ui.selected.targets.length) {
var pretarget = ui.selected.targets[0];
if (pretarget.hasSha() && pretarget.canUse({ name: "sha" }, target)) return get.effect(target, { name: "sha" }, pretarget, target);
return Math.random();
}
if (!target.getEquip(1)) {
if (
game.hasPlayer(function (current) {
return current != target && !current.hasSkillTag("nogain") && get.attitude(current, target) > 0;
})
)
return 3;
return -3;
}
if (
!game.hasPlayer(function (current) {
return current != target && !current.hasSkillTag("nogain") && get.attitude(current, target) > 0;
})
)
return -6;
return 4 - get.value(target.getEquip(1));
},
},
},
},
xinmoucheng: {
trigger: { player: "phaseZhunbeiBegin" },
audio: "moucheng",
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "gray",
derivation: "xinjingong",
unique: true,
filter: function (event, player) {
return game.hasPlayer2(function (current) {
return (
current.getAllHistory("sourceDamage", function (evt) {
if (!evt.card || evt.card.name != "sha" || evt.getParent().type != "card") return false;
var evt2 = evt.getParent(4);
return evt2 && evt2.name == "xinlianji" && evt2.player == player;
}).length > 0
);
});
},
content: function () {
player.awakenSkill("xinmoucheng");
player.changeSkills(["xinjingong"], ["xinlianji"]);
},
ai: {
combo: "xinlianji",
},
},
xinjingong: {
audio: "jingong",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
event.xinjingong_list &&
player.countCards("hes", function (card) {
return card.name == "sha" || get.type(card) == "equip";
})
);
},
onChooseToUse: function (event) {
if (!game.online) {
var evt = event.getParent();
if (evt.name != "phaseUse") return;
if (!evt.xinjingong_list) {
var list = get.inpile("trick").randomGets(2);
if (Math.random() < 0.5) {
list.push("wy_meirenji");
} else {
list.push("wy_xiaolicangdao");
}
evt.xinjingong_list = list;
}
if (!event.xinjingong_list) event.set("xinjingong_list", evt.xinjingong_list);
}
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i of event.xinjingong_list) list.push(["锦囊", "", i]);
return ui.create.dialog("矜功", [list, "vcard"]);
},
filter: function (button, player) {
return lib.filter.filterCard({ name: button.link[2] }, player, _status.event.getParent());
},
check: function (button) {
return _status.event.player.getUseValue({ name: button.link[2] });
},
backup: function (links, player) {
return {
audio: "jingong",
popname: true,
position: "hes",
viewAs: { name: links[0][2] },
check: function (card) {
return 6 - get.value(card);
},
filterCard: function (card) {
return card.name == "sha" || get.type(card) == "equip";
},
};
},
prompt: function (links, player) {
return "将一张【杀】或装备牌当做" + get.translation(links[0][2]) + "使用";
},
},
ai: {
order: 2,
result: {
player: 1,
},
},
},
//孙邵
bizheng: {
trigger: { player: "phaseDrawEnd" },
direct: true,
audio: 2,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("bizheng"), lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
if (player.countCards("h") > player.maxHp) return 0;
var att = get.attitude(player, target);
if (att <= 0 || target.hasSkillTag("nogain")) return 0;
if (target.maxHp - target.countCards("h") >= 2) return att;
return att / 2;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("bizheng", target);
target.draw(2);
} else event.finish();
"step 2";
if (player.countCards("h") > player.maxHp) player.chooseToDiscard(2, "he", true);
"step 3";
if (target.countCards("h") > target.maxHp) target.chooseToDiscard(2, "he", true);
},
ai: {
expose: 0.25,
},
},
yidian: {
trigger: { player: "useCard2" },
filter: function (event, player) {
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
for (var i = 0; i < ui.discardPile.childElementCount; i++) {
if (ui.discardPile.childNodes[i].name == event.card.name) return false;
}
if (
game.hasPlayer(function (current) {
return lib.filter.targetEnabled2(event.card, player, current) && !event.targets.includes(current);
})
) {
return true;
}
}
return false;
},
direct: true,
content: function () {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
player
.chooseTarget(get.prompt("yidian"), function (card, player, target) {
var player = _status.event.player;
if (_status.event.targets.includes(target)) return false;
return lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("targets", trigger.targets)
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (event.targets) {
player.logSkill("yidian", event.targets);
trigger.targets.addArray(event.targets);
}
},
ai: {
expose: 0.25,
},
},
//二袁
neifa: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
content: function () {
"step 0";
_status.noclearcountdown = true;
if (
game.hasPlayer(function (current) {
return current.countGainableCards(player, "ej") > 0;
})
) {
player
.chooseControl("cancel2")
.set("choiceList", ["摸两张牌,然后弃置一张牌", "获得场上的一张牌,然后弃置一张牌"])
.set("prompt", get.prompt("neifa"))
.set("ai", function () {
if (
game.hasPlayer(function (current) {
var att = get.attitude(player, current);
if (att == 0) return false;
if (att < 0)
return (
current.countCards("e", function (card) {
return get.value(card, current) > 5;
}) > 0
);
return (
current.countCards("ej", function (card) {
return get.position(card) == "j" || get.value(card, current) <= 0;
}) > 0
);
})
)
return 1;
return 0;
});
} else {
player.chooseControl("ok", "cancel2").set("prompt", get.prompt2("neifa"));
}
"step 1";
if (result.control == "cancel2") {
delete _status.noclearcountdown;
if (!_status.noclearcountdown) {
game.stopCountChoose();
}
event.finish();
return;
} else if (result.index == 1) {
player
.chooseTarget("请选择一名角色,获得其装备区或判定区内的一张牌", true, function (card, player, target) {
return target.countGainableCards(player, "ej") > 0;
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (
att > 0 &&
target.countCards("ej", function (card) {
return get.position(card) == "j" || get.value(card, target) <= 0;
})
)
return 2 * att;
else if (
att < 0 &&
target.countCards("e", function (card) {
return get.value(card, target) > 5;
})
)
return -att;
return -1;
});
} else {
delete _status.noclearcountdown;
if (!_status.noclearcountdown) {
game.stopCountChoose();
}
player.logSkill("neifa");
player.draw(2);
event.goto(3);
}
"step 2";
delete _status.noclearcountdown;
if (!_status.noclearcountdown) {
game.stopCountChoose();
}
if (result.bool) {
var target = result.targets[0];
player.logSkill("neifa", target);
player.gainPlayerCard(target, "ej", true);
}
"step 3";
player.chooseToDiscard(true, "he").set("ai", function (cardx) {
var player = _status.event.player;
var num = 0;
var hs = player.getCards("h");
var muniu = player.getEquip("muniu");
var subs = [];
if (muniu && muniu.cards) hs = hs.concat(muniu.cards);
if (get.type(cardx) == "basic") {
var shas = hs.filter(function (card) {
return card != cardx && get.name(card, player) == "sha" && player.hasValueTarget(card);
});
var numx = player.countCards("h", function (card) {
return get.type(card, player) != "basic";
});
num += Math.min(numx, Math.max(0, shas.length - player.getCardUsable("sha"))) * 0.7;
num +=
Math.min(
player.getCardUsable("sha") + numx,
shas.filter(function (card) {
return (
game.countPlayer(function (current) {
return player.canUse(card, current) && get.effect(current, card, player, player) > 0;
}) > 1
);
}).length
) * 1.1;
var taos = Math.min(
player.maxHp - player.hp,
hs.filter(function (card) {
return cardx != card && get.name(card, player) == "tao";
}).length
);
num += taos * player.getDamagedHp() * 1.2;
} else {
var numx = Math.sqrt(
Math.min(
5,
player.countCards("h", function (card) {
return get.type(card, player) == "basic";
})
)
);
if (numx)
num +=
(numx *
Math.min(
2,
hs.filter(function (card) {
if (card == cardx || get.type(card) != "equip" || !player.hasUseTarget(card)) return false;
subs.add(get.subtype(card));
return true;
}).length
) *
(2.5 + player.countCards("e"))) /
2.5;
num +=
hs.filter(function (card) {
return card != cardx && get.type2(card) == "trick" && player.hasValueTarget(card);
}).length * 0.65;
}
if (get.position(cardx) == "e" && cardx.name != "muniu" && subs.includes(get.subtype(card))) num += 3;
return num * 1.5 - get.value(cardx);
});
"step 4";
if (result.bool && result.cards && result.cards.length) {
var name = get.type(result.cards[0]) == "basic" ? "neifa_basic" : "neifa_nobasic";
player.addTempSkill(name);
var num = Math.min(
5,
player.countCards("h", function (cardx) {
return (name == "neifa_basic") != (get.type(cardx, player) == "basic");
})
);
if (num > 0) player.addMark(name, num, false);
else player.storage[name] = 0;
}
},
ai: {
threaten: 3,
},
},
neifa_basic: {
mark: true,
marktext: "伐",
onremove: true,
intro: {
name: "内伐 - 基本牌",
content: "本回合内不能使用锦囊牌和装备牌,使用【杀】选择目标时可以额外指定一个目标且使用【杀】的目标次数上限+#。",
},
mod: {
cardEnabled: function (card, player) {
if (["trick", "equip"].includes(get.type(card, "trick"))) return false;
},
cardSavable: function (card, player) {
if (["trick", "equip"].includes(get.type(card, "trick"))) return false;
},
cardUsable: function (card, player, num) {
if (card.name == "sha") {
return num + player.countMark("neifa_basic");
}
},
},
trigger: { player: "useCard2" },
filter: function (event, player) {
if (event.card.name != "sha") return false;
return game.hasPlayer(function (current) {
return !event.targets.includes(current) && player.canUse(event.card, current);
});
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("neifa"), "为" + get.translation(trigger.card) + "额外指定一个目标", function (card, player, target) {
return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target);
})
.set("sourcex", trigger.targets)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
player.logSkill("neifa", event.targets);
trigger.targets.addArray(event.targets);
},
},
neifa_nobasic: {
trigger: { player: "useCard2" },
direct: true,
mark: true,
marktext: "伐",
onremove: true,
mod: {
cardEnabled: function (card, player) {
if (get.type(card) == "basic") return false;
},
cardSavable: function (card, player) {
if (get.type(card) == "basic") return false;
},
},
intro: {
name: "内伐 - 非基本牌",
content: "本回合内不能使用基本牌,使用普通锦囊牌选择目标时可以增加或减少一个目标,且本回合的出牌阶段内前两次使用装备牌时摸#张牌。",
},
filter: function (event, player) {
if (get.type(event.card) != "trick") return false;
if (event.targets && event.targets.length > 0) return true;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current);
})
) {
return true;
}
}
return false;
},
content: function () {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "增加或减少一个目标";
player
.chooseTarget(get.prompt("neifa"), function (card, player, target) {
var player = _status.event.player;
if (_status.event.targets.includes(target)) return true;
return lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player) * (_status.event.targets.includes(target) ? -1 : 1);
})
.set("targets", trigger.targets)
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (event.targets) {
player.logSkill("neifa", event.targets);
if (trigger.targets.includes(event.targets[0])) trigger.targets.removeArray(event.targets);
else trigger.targets.addArray(event.targets);
}
},
group: "neifa_use",
},
neifa_use: {
audio: "neifa",
usable: 2,
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
return get.type(event.card) == "equip" && player.countMark("neifa_nobasic") > 0;
},
content: function () {
player.draw(player.countMark("neifa_nobasic"));
},
ai: {
reverseOrder: true,
skillTagFilter(player) {
if (player.storage.counttrigger && player.storage.counttrigger.neifa_use >= 2) return false;
},
effect: {
player_use(card, player, target) {
if (player.countSkill("neifa_use") < 2 && get.type(card) == "equip") return [1, player.countMark("neifa_nobasic")];
},
},
},
},
//许靖
yuxu: {
audio: 2,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
var evt = event.getParent("phaseUse");
if (!evt || evt.player != player) return false;
return true;
},
direct: true,
content: function () {
"step 0";
var draw = !player.hasMark("yuxu_used");
if (draw) player.chooseBool(get.prompt2("yuxu")).set("ai", () => 1);
else event.goto(2);
"step 1";
if (result.bool) {
player.logSkill("yuxu");
player.draw();
player.addMark("yuxu_used", 1, false);
player.addTempSkill("yuxu_used", "phaseUseAfter");
}
event.finish();
"step 2";
player.logSkill("yuxu");
player.removeMark("yuxu_used", player.countMark("yuxu_used"), false);
player.chooseToDiscard("he", true);
},
subSkill: {
used: {
charlotte: true,
onremove: true,
},
},
},
xjshijian: {
audio: 2,
trigger: { global: "useCardAfter" },
direct: true,
filter: function (event, player) {
if (event.player == player) return false;
var evt = event.getParent("phaseUse");
if (!evt || evt.player != event.player) return false;
return (
event.player
.getHistory("useCard", function (evtt) {
return evtt.getParent("phaseUse") == evt;
})
.indexOf(event) == 1 && player.countCards("he") > 0
);
},
content: function () {
"step 0";
var next = player.chooseToDiscard("he", get.prompt("xjshijian", trigger.player), "弃置一张牌并令其获得技能〖誉虚〗至回合结束");
next.set("logSkill", ["xjshijian", trigger.player]);
next.set("check", get.attitude(player, trigger.player) > 0 && trigger.player.countCards("h") > 2);
next.ai = function (card) {
if (_status.event.check) return 5 - get.value(card);
return -1;
};
"step 1";
if (result.bool) trigger.player.addTempSkills("yuxu");
},
ai: {
expose: 0.25,
},
},
//新1v1
yanhuo: {
audio: 2,
trigger: { player: "die" },
forceDie: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
direct: true,
skillAnimation: true,
animationColor: "thunder",
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("yanhuo"), function (card, player, target) {
return target != player && target.countDiscardableCards(player, "he") > 0;
})
.set("forceDie", true).ai = function (target) {
return -target.countCards("he") * get.attitude(player, target);
};
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("yanhuo", target);
event.count = player.countCards("he");
} else event.finish();
"step 2";
if (target.countDiscardableCards(player, "he")) {
player.line(target);
player.discardPlayerCard(target, "he", true).set("forceDie", true);
event.count--;
if (event.count) event.redo();
}
},
},
mouzhu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
content: function () {
"step 0";
target.chooseCard("h", "交给" + get.translation(player) + "一张手牌", true);
"step 1";
if (result.bool) target.give(result.cards, player);
"step 2";
if (player.countCards("h") <= target.countCards("h")) {
event.finish();
return;
}
var list = [];
if (target.canUse("sha", player, false)) list.push("sha");
if (target.canUse("juedou", player, false)) list.push("juedou");
if (!list.length) event.finish();
else if (list.length == 1) event._result = { control: list[0] };
else
target.chooseControl(list).set("prompt", "对" + get.translation(player) + "使用一张【杀】或【决斗】。").ai = function () {
return get.effect(player, { name: "sha" }, target, target) >= get.effect(player, { name: "juedou" }, target, target) ? "sha" : "juedou";
};
"step 3";
target.useCard({ name: result.control, isCard: true }, player, "noai");
},
ai: {
order: 7,
result: {
target: -1.2,
player: function (player, target) {
if (target.countCards("h") - player.countCards("h") > 1) return 1;
if (get.damageEffect(target, player, player, player) > 0) return 1;
if (player.hp > 3 || (player.countCards("h", "sha") && player.countCards("h", "shan"))) return 0;
if (player.hp > 2) return -1.1;
return -2;
},
},
},
},
niluan: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return (
event.player != player &&
(event.player.hp > player.hp ||
event.player.getHistory("useCard", function (card) {
return card.card.name == "sha";
}).length > 0)
);
},
direct: true,
content: function () {
var next = player.chooseToUse();
next.logSkill = "niluan";
next.set("openskilldialog", get.prompt2("niluan"));
next.set("norestore", true);
next.set("_backupevent", "niluanx");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("niluanx");
},
},
niluanx: {
viewAs: { name: "sha" },
filterCard: { color: "black" },
position: "hes",
selectCard: 1,
check: function (card) {
return 5 - get.value(card);
},
},
cuorui: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: function (event, player) {
return player.maxHp > 0 && !get.is.single() && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
player.draw(Math.min(5, player.maxHp), false);
},
group: "cuorui_nojudge",
subSkill: {
nojudge: {
trigger: {
player: "phaseJudgeBefore",
},
forced: true,
audio: "cuorui",
filter: function (event, player) {
return !player.storage.cuorui && (get.is.single() || player.countCards("j"));
},
content: function () {
player.storage.cuorui = true;
trigger.cancel();
game.log(player, "跳过了", "#g判定阶段");
},
},
},
},
liewei: {
audio: 2,
trigger: { source: "dieAfter" },
frequent: true,
content: function () {
player.draw(3);
},
},
//蒋干
weicheng: {
audio: 2,
trigger: {
global: "gainAfter",
player: "loseAsyncAfter",
},
//forced:true,
frequent: true,
filter: function (event, player) {
if (player.getHp() <= player.countCards("h")) return false;
if (event.name == "loseAsync") {
if (event.type != "gain") return false;
var cards = event.getl(player).hs;
return game.hasPlayer(function (current) {
if (current == player) return false;
var cardsx = event.getg(current);
for (var i of cardsx) {
if (cards.includes(i)) return true;
}
return false;
});
}
if (event.player == player) return false;
var evt = event.getl(player);
return evt && evt.hs && evt.hs.length > 0;
},
preHidden: true,
content: function () {
player.draw();
},
},
daoshu: {
audio: 2,
enable: "phaseUse",
filterTarget: function (c, p, t) {
return t != p && t.countGainableCards(p, "h") > 0;
},
filter: function (e, p) {
return !p.hasSkill("daoshu_used");
},
content: function () {
"step 0";
player.chooseControl(lib.suit).set("prompt", "请选择一个花色").ai = function () {
return lib.suit.randomGet();
};
"step 1";
event.suit = result.control;
player.popup(event.suit + 2);
game.log(player, "选择了", event.suit + 2);
player.gainPlayerCard(target, true, "h", "visibleMove");
"step 2";
if (result.bool) {
var suit2 = get.suit(result.cards[0]);
if (suit2 == event.suit) {
target.damage();
event.finish();
} else {
player.addTempSkill("daoshu_used", "phaseUseEnd");
if (
player.countCards("h", function (card) {
return get.suit(card) != suit2;
}) == 0
) {
player.showHandcards();
event.finish();
} else
player
.chooseCard(
"h",
true,
function (card) {
return get.suit(card) != _status.event.suit2;
},
"交给" + get.translation(target) + "一张不为" + get.translation(suit2) + "花色的牌"
)
.set("suit2", suit2);
}
} else event.finish();
"step 3";
player.give(result.cards, target, true);
},
ai: {
order: 1,
result: {
target: -1,
},
},
subSkill: {
used: { sub: true },
},
},
//统率三军诸葛瑾和文聘
zhenwei_three: {
global: "zhenwei_three_others",
subSkill: {
others: {
mod: {
globalTo: function (from, to, distance) {
if (
from.side != to.side &&
game.hasPlayer(function (current) {
return current != to && current.side == to.side && current.hasSkill("zhenwei_three");
})
)
return distance + 1;
},
},
sub: true,
},
},
},
huanshi_three: {
audio: "huanshi",
trigger: {
global: "judge",
},
filter: function (event, player) {
return player.countCards("hes") > 0 && player.side == event.player.side;
},
direct: true,
content: function () {
"step 0";
player
.chooseCard(get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("huanshi_three"), "hes", function (card) {
var player = _status.event.player;
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
})
.set("ai", function (card) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
var judging = _status.event.judging;
var result = trigger.judge(card) - trigger.judge(judging);
var attitude = get.attitude(player, trigger.player);
if (attitude == 0 || result == 0) return 0;
if (attitude > 0) {
return result - get.value(card) / 2;
} else {
return -result - get.value(card) / 2;
}
})
.set("judging", trigger.player.judging[0]);
"step 1";
if (result.bool) {
player.respond(result.cards, "highlight", "huanshi_three", "noOrdering");
} else {
event.finish();
}
"step 2";
if (result.bool) {
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0] = result.cards[0];
trigger.orderingCards.addArray(result.cards);
game.log(trigger.player, "的判定牌改为", result.cards[0]);
game.delay(2);
}
},
ai: {
rejudge: true,
tag: {
rejudge: 1,
},
},
},
//变权移植
wanwei: {
trigger: { target: ["rewriteGainResult", "rewriteDiscardResult"] },
direct: true,
preHidden: true,
filter: function (event, player) {
return event.player != player;
},
audio: 2,
content: function () {
"step 0";
var prompt = "即将失去" + get.translation(trigger.result.cards) + ",是否发动【挽危】?";
var next = player.choosePlayerCard(player, prompt, trigger.position);
next.set("ai", function (button) {
return 20 - get.value(button.link);
});
next.filterButton = trigger.filterButton;
next.selectButton = trigger.result.cards.length;
next.setHiddenSkill("wanwei");
"step 1";
if (result.bool) {
player.logSkill("wanwei");
trigger.result.cards = result.links.slice(0);
trigger.result.links = result.links.slice(0);
trigger.cards = result.links.slice(0);
trigger.untrigger();
}
},
},
gzjili: {
mod: {
aiOrder: function (player, card, num) {
if (player.isPhaseUsing() && get.subtype(card) == "equip1" && !get.cardtag(card, "gifts")) {
var range0 = player.getAttackRange();
var range = 0;
var info = get.info(card);
if (info && info.distance && info.distance.attackFrom) {
range -= info.distance.attackFrom;
}
if (player.getEquip(1)) {
var num = 0;
var info = get.info(player.getEquip(1));
if (info && info.distance && info.distance.attackFrom) {
num -= info.distance.attackFrom;
}
range0 -= num;
}
range0 += range;
if (
range0 == player.getHistory("useCard").length + player.getHistory("respond").length + 2 &&
player.countCards("h", function (cardx) {
return get.subtype(cardx) != "equip1" && player.getUseValue(cardx) > 0;
})
)
return num + 10;
}
},
},
trigger: { player: ["useCard", "respond"] },
frequent: true,
locked: false,
preHidden: true,
filter: function (event, player) {
return player.getHistory("useCard").length + player.getHistory("respond").length == player.getAttackRange();
},
audio: 2,
content: function () {
player.draw(player.getHistory("useCard").length + player.getHistory("respond").length);
},
ai: {
threaten: 1.8,
effect: {
target_use(card, player, target, current) {
let used = target.getHistory("useCard").length + target.getHistory("respond").length;
if (get.subtype(card) == "equip1" && !get.cardtag(card, "gifts")) {
if (player != target || !player.isPhaseUsing()) return;
let range0 = player.getAttackRange();
let range = 0;
let info = get.info(card);
if (info && info.distance && info.distance.attackFrom) {
range -= info.distance.attackFrom;
}
if (player.getEquip(1)) {
let num = 0;
let info = get.info(player.getEquip(1));
if (info && info.distance && info.distance.attackFrom) {
num -= info.distance.attackFrom;
}
range0 -= num;
}
range0 += range;
let delta = range0 - used;
if (delta < 0) return;
let num = player.countCards("h", function (card) {
return (get.cardtag(card, "gifts") || get.subtype(card) != "equip1") && player.getUseValue(card) > 0;
});
if (delta == 2 && num > 0) return [1, 3];
if (num >= delta) return "zeroplayertarget";
} else if (get.tag(card, "respondShan") > 0) {
if (current < 0 && used == target.getAttackRange() - 1) {
if (card.name === "sha") {
if (
!target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
)
)
return;
} else if (!target.mayHaveShan(player)) return 0.9;
return [1, (used + 1) / 2];
}
} else if (get.tag(card, "respondSha") > 0) {
if (current < 0 && used == target.getAttackRange() - 1 && target.mayHaveSha(player)) return [1, (used + 1) / 2];
}
},
},
},
},
//新服曹笨
xinshanjia: {
group: ["xinshanjia_count"],
locked: false,
mod: {
aiValue: function (player, card, num) {
if ((player.storage.xinshanjia || 0) < 3 && get.type(card) == "equip" && !get.cardtag(card, "gifts")) {
return num / player.hp;
}
},
},
audio: "shanjia",
trigger: {
player: "phaseUseBegin",
},
intro: {
content: "本局游戏内已失去过#张装备牌",
},
frequent: true,
sync: function (player) {
var history = player.actionHistory;
var num = 0;
for (var i = 0; i < history.length; i++) {
for (var j = 0; j < history[i].lose.length; j++) {
if (history[i].lose[j].parent.name == "useCard") continue;
num += history[i].lose[j].cards2.filter(function (card) {
return get.type(card, false) == "equip";
}).length;
}
}
player.storage.xinshanjia = num;
if (num > 0) player.markSkill("xinshanjia");
},
content: function () {
"step 0";
player.draw(3);
"step 1";
lib.skill.xinshanjia.sync(player);
var num = 3 - player.storage.xinshanjia;
if (num > 0) {
player.chooseToDiscard("he", true, num).ai = get.disvalue;
}
"step 2";
var bool1 = true,
bool2 = true;
if (result.cards) {
var cards = result.cards;
for (var i = 0; i < result.cards.length; i++) {
var type = get.type(result.cards[i], "trick", result.cards[i].original == "h" ? player : false);
if (type == "basic") bool1 = false;
if (type == "trick") bool2 = false;
}
}
if (bool1) player.addTempSkill("xinshanjia_sha", "phaseUseAfter");
if (bool2) player.addTempSkill("xinshanjia_nodis", "phaseUseAfter");
if (bool1 && bool2) {
player.chooseUseTarget({ name: "sha" }, "是否视为使用一张【杀】?", false);
}
},
ai: {
threaten: 3,
noe: true,
reverseOrder: true,
skillTagFilter: function (player) {
if (player.storage.xinshanjia > 2) return false;
},
effect: {
target: function (card, player, target) {
if (player.storage.xinshanjia < 3 && get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
},
},
},
subSkill: {
count: {
forced: true,
silent: true,
popup: false,
trigger: {
player: "loseEnd",
},
filter: function (event, player) {
return event.cards2 && event.cards2.length > 0;
},
content: function () {
lib.skill.xinshanjia.sync(player);
},
},
sha: {
mark: true,
charlotte: true,
intro: { content: "使用【杀】的次数上限+1" },
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1;
},
},
},
nodis: {
mark: true,
charlotte: true,
intro: { content: "使用牌无距离限制" },
mod: {
targetInRange: () => true,
},
},
},
},
//OL马超
ol_shichou: {
audio: 2,
trigger: { player: "useCard2" },
filter: function (event, player) {
return event.card && event.card.name == "sha";
},
direct: true,
content: function () {
"step 0";
var num = player.getDamagedHp() + 1;
player
.chooseTarget("是否发动【誓仇】?", "为" + get.translation(trigger.card) + "添加至多" + get.cnNumber(num) + "个目标", [1, num], function (card, player, target) {
var evt = _status.event.getTrigger();
return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target);
})
.set("ai", function (target) {
return get.effect(target, _status.event.getTrigger().card, _status.event.player);
});
"step 1";
if (result.bool && result.targets && result.targets.length) {
var targets = result.targets;
player.logSkill("ol_shichou", targets);
player.line(targets, trigger.card.nature);
trigger.targets.addArray(targets);
}
},
},
dc_olshichou: {
audio: "ol_shichou",
trigger: { player: "useCard2" },
filter: function (event, player) {
return (
event.card &&
event.card.name == "sha" &&
player.isDamaged() &&
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.filterTarget(event.card, player, current);
})
);
},
direct: true,
content: function () {
"step 0";
var num = Math.min(
player.getDamagedHp(),
game.countPlayer(function (current) {
return !trigger.targets.includes(current) && lib.filter.filterTarget(trigger.card, player, current);
})
);
player.chooseTarget("是否发动【誓仇】,令至多" + get.cnNumber(num) + "名其他角色也成为此【杀】的目标?", [1, num], function (card, player, target) {
var evt = _status.event.getTrigger();
return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target);
}).ai = function (target) {
return get.effect(target, { name: "sha" }, _status.event.player);
};
"step 1";
if (result.bool && result.targets && result.targets.length) {
var targets = result.targets;
player.logSkill("dc_olshichou", targets);
player.line(targets, trigger.card.nature);
trigger.targets.addArray(targets);
trigger.ol_shichou = true;
player.addTempSkill("ol_shichou2");
}
},
},
ol_shichou2: {
charlotte: true,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
return (
event.ol_shichou &&
!player.getHistory("sourceDamage", function (evt) {
return evt.card == event.card;
}).length &&
event.cards.filterInD().length > 0
);
},
forced: true,
popup: false,
content: function () {
player.gain(trigger.cards.filterInD(), "gain2");
},
},
//新大小乔
new_xingwu: {
audio: "xingwu",
trigger: {
player: "phaseDiscardBegin",
},
direct: true,
intro: {
content: "expansion",
markcount: "expansion",
onunmark: function (storage, player) {
player.removeAdditionalSkill("new_luoyan");
},
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
player
.chooseCard("he", get.prompt("new_xingwu"), "将一张牌置于武将牌上作为“舞”")
.set("ai", function (card) {
if (_status.event.goon) return 20 - get.value(card);
return 7 - get.value(card);
})
.set("goon", player.needsToDiscard() || player.getExpansions("new_xingwu").length > 1);
"step 1";
if (result.bool) {
player.logSkill("new_xingwu");
var cards = result.cards;
player.addToExpansion(cards, player, "give").gaintag.add("new_xingwu");
if (player.hasSkill("new_luoyan")) player.addAdditionalSkill("new_luoyan", ["oltianxiang", "liuli"]);
} else event.finish();
"step 2";
game.delayx();
var choices = [];
event.addIndex = 0;
if (player.getExpansions("new_xingwu").length > 2) {
choices.push("将三张“星舞”牌置入弃牌堆");
} else event.addIndex++;
if (
player.countCards("h", function (card) {
return lib.filter.cardDiscardable(card, player, "new_xingwu");
}) > 1
)
choices.push("弃置两张手牌并将武将牌翻面");
if (choices.length) {
player
.chooseControl("cancel2")
.set("prompt", "星舞:是否发射核弹?")
.set("choiceList", choices)
.set("ai", function () {
var player = _status.event.player;
if (player.getExpansions("new_xingwu").length > 2) return 0;
if (player.isTurnedOver() || player.identity == "fan" || player.getEnemies().length == 1) return 0;
return "cancel2";
});
} else event.finish();
"step 3";
if (result.control != "cancel2") {
var num = result.index + event.addIndex;
if (num == 1) {
event.goto(5);
return;
}
if (player.getExpansions("new_xingwu").length > 3) player.chooseButton(["请选择要移去的“星舞”牌", player.getExpansions("new_xingwu")], 3, true);
else
event._result = {
bool: true,
links: player.getExpansions("new_xingwu").slice(0),
};
} else event.finish();
"step 4";
if (result.bool && result.links && result.links.length == 3) {
var cards = result.links;
player.loseToDiscardpile(cards);
event.goto(6);
} else event.finish();
"step 5";
player.chooseToDiscard(true, "h", 2);
player.turnOver();
"step 6";
player.chooseTarget("请选择【星舞】的目标", "弃置其装备区内的所有牌。然后对其造成2点伤害(目标为女性角色则改为1点)", true, lib.filter.notMe).set("ai", function (target) {
return (
-get.attitude(_status.event.player, target) *
Math.sqrt(
4 +
target.countCards("e", function (card) {
return get.value(card, target) > 0;
})
) *
(target.hasSex("female") ? 1 : 2)
);
});
"step 7";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target, "green");
var num = target.countCards("e");
if (num) player.discardPlayerCard(target, "e", num, true);
target.damage(target.hasSex("female") ? 1 : 2);
}
},
ai: {
threaten: 1.5,
},
},
new_luoyan: {
init: function (player) {
if (player.getExpansions("new_xingwu").length) player.addAdditionalSkill("new_luoyan", ["oltianxiang", "liuli"]);
},
onremove: function (player) {
player.removeAdditionalSkill("new_luoyan");
},
derivation: ["oltianxiang", "liuli"],
locked: true,
ai: {
combo: "new_xingwu",
},
},
//新孙鲁育
new_meibu: {
audio: "meibu",
trigger: {
global: "phaseUseBegin",
},
filter: function (event, player) {
return event.player != player && event.player.isIn() && player.countCards("he") > 0 && event.player.inRange(player);
},
direct: true,
derivation: ["new_zhixi"],
checkx: function (event, player) {
if (get.attitude(player, event.player) >= 0) return false;
var e2 = player.getEquip(2);
if (e2) {
if (e2.name == "tengjia" || e2.name == "rewrite_tengjia") return true;
if (e2.name == "bagua" || e2.name == "rewrite_bagua") return true;
}
return event.player.countCards("h") > event.player.hp;
},
content: function () {
"step 0";
var check = lib.skill.new_meibu.checkx(trigger, player);
player
.chooseToDiscard(get.prompt2("new_meibu", trigger.player), "he")
.set("ai", function (card) {
if (_status.event.check) return 6 - get.value(card);
return 0;
})
.set("check", check)
.set("logSkill", ["new_meibu", trigger.player]);
"step 1";
if (result.bool) {
var target = trigger.player;
var card = result.cards[0];
player.line(target, "green");
target.addTempSkills("new_zhixi", "phaseUseAfter");
if (card.name != "sha" && get.type(card) != "trick" && get.color(card) != "black") {
target.addTempSkill("new_meibu_range", "phaseUseAfter");
target.markAuto("new_meibu_range", player);
}
target.markSkillCharacter("new_meibu", player, "魅步", "锁定技,出牌阶段,你至多可使用X张牌,你使用了锦囊牌后不能再使用牌(X为你的体力值)。");
}
},
ai: {
expose: 0.2,
},
subSkill: {
range: {
onremove: true,
charlotte: true,
mod: {
globalFrom: function (from, to, num) {
if (from.getStorage("new_meibu_range").includes(to)) {
return -Infinity;
}
},
},
sub: true,
},
},
},
new_mumu: {
audio: "mumu",
trigger: {
player: "phaseUseBegin",
},
filter: function (event, player) {
return game.hasPlayer(current => {
if (current == player) return current.getEquips(2).length > 0;
return current.countCards("e") > 0;
});
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("new_mumu"), "弃置一名其他角色装备区内的一张牌,或者获得一名角色装备区内的防具牌", function (card, player, target) {
if (target == player) return target.getEquips(2).length > 0;
return target.countCards("e") > 0;
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (target.getEquip(2) && player.hasEmptySlot(2)) {
return -2 * att;
}
return -att;
});
"step 1";
if (result.bool && result.targets && result.targets.length) {
event.target = result.targets[0];
player.logSkill("new_mumu", event.target);
player.line(event.target, "green");
var e = event.target.getEquips(2);
event.e = e;
if (target == player) event.choice = "获得一张防具牌";
else if (e.length > 0) {
player.chooseControl("弃置一张装备牌", "获得一张防具牌").set("ai", function () {
if (_status.event.player.getEquips(2).length > 0) {
return "弃置一张装备牌";
}
return "获得一张防具牌";
});
} else {
event.choice = "弃置一张装备牌";
}
} else event.finish();
"step 2";
var choice = event.choice || result.control;
if (choice == "弃置一张装备牌") {
player.discardPlayerCard(event.target, "e", true);
} else {
if (event.e) {
player.gain(event.e, event.target, "give", "bySelf");
player.addTempSkill("new_mumu2");
}
}
},
},
new_zhixi: {
mod: {
cardEnabled: function (card, player) {
if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false;
},
cardUsable: function (card, player) {
if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false;
},
cardSavable: function (card, player) {
if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false;
},
},
trigger: {
player: "useCard1",
},
forced: true,
popup: false,
firstDo: true,
init: function (player, skill) {
player.storage[skill] = 0;
var evt = _status.event.getParent("phaseUse");
if (evt && evt.player == player) {
player.getHistory("useCard", function (evtx) {
if (evtx.getParent("phaseUse") == evt) {
player.storage[skill]++;
if (get.type2(evtx.card) == "trick") player.storage.new_zhixi2 = true;
}
});
}
},
onremove: function (player) {
player.unmarkSkill("new_meibu");
delete player.storage.new_zhixi;
delete player.storage.new_zhixi2;
},
content: function () {
player.addMark("new_zhixi", 1, false);
if (get.type2(trigger.card) == "trick") player.storage.new_zhixi2 = true;
},
ai: {
presha: true,
pretao: true,
neg: true,
nokeep: true,
},
},
new_mumu2: {
charlotte: true,
mod: {
cardEnabled: function (card) {
if (card.name == "sha") return false;
},
},
},
qingzhong: {
audio: 2,
trigger: { player: "phaseUseBegin" },
check: function (event, player) {
if (
game.hasPlayer(function (current) {
return current != player && current.isMinHandcard() && get.attitude(player, current) > 0;
})
) {
return true;
}
if (player.countCards("h") <= 2) return true;
// if(player.countCards('h')<=3&&!player.countCards('h','shan')) return true;
//if(player.countCards('h',{type:'basic'})<=1) return true;
return false;
},
content: function () {
player.draw(2);
player.addTempSkill("qingzhong_give");
},
subSkill: {
give: {
audio: "qingzhong",
trigger: { player: "phaseUseEnd" },
filter: function (event, player) {
return !player.isMinHandcard(true);
},
forced: true,
content: function () {
"step 0";
var list = game.filterPlayer(function (current) {
return current.isMinHandcard();
});
if (list.length == 1) {
if (list[0] != player) {
player.line(list[0], "green");
player.swapHandcards(list[0]);
}
event.finish();
} else {
player
.chooseTarget(true, "清忠:选择一名手牌最少的角色与其交换手牌", function (card, player, target) {
return target.isMinHandcard();
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
}
"step 1";
if (result.bool) {
var target = result.targets[0];
if (target != player) {
player.line(target, "green");
player.swapHandcards(target);
}
}
},
},
},
},
weijing: {
audio: 2,
enable: "chooseToUse",
filter: function (event, player) {
if (event.type == "wuxie" || player.hasSkill("weijing_used")) return false;
for (var name of ["sha", "shan"]) {
if (event.filterCard({ name: name, isCard: true }, player, event)) return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var vcards = [];
for (var name of ["sha", "shan"]) {
var card = { name: name, isCard: true };
if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]);
}
var dialog = ui.create.dialog("卫境", [vcards, "vcard"], "hidden");
dialog.direct = true;
return dialog;
},
backup: function (links, player) {
return {
filterCard: () => false,
selectCard: -1,
viewAs: {
name: links[0][2],
isCard: true,
},
popname: true,
precontent: function () {
player.logSkill("weijing");
player.addTempSkill("weijing_used", "roundStart");
},
};
},
prompt: function (links, player) {
return "卫境:视为使用一张【" + get.translation(links[0][2]) + "】";
},
},
ai: {
order: function (item, player) {
var player = _status.event.player;
var event = _status.event;
if (event.filterCard({ name: "sha" }, player, event)) {
if (
!player.hasShan() &&
!game.hasPlayer(function (current) {
return player.canUse("sha", current) && current.hp == 1 && get.effect(current, { name: "sha" }, player, player) > 0;
})
) {
return 0;
}
return 2.95;
} else {
var player = _status.event.player;
if (player.hasSkill("qingzhong_give")) return 2.95;
return 3.15;
}
},
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag, arg) {
if (player.hasSkill("weijing_used")) return false;
if (arg != "use") return false;
},
result: {
player: 1,
},
},
subSkill: {
used: {
mark: true,
intro: {
content: "本轮已发动",
},
},
},
},
zishu: {
audio: 2,
locked: true,
subSkill: {
discard: {
trigger: { global: "phaseEnd" },
audio: "zishu",
forced: true,
filter: function (event, player) {
if (_status.currentPhase != player) {
var he = player.getCards("h");
var bool = false;
player.getHistory("gain", function (evt) {
if (!bool && evt && evt.cards) {
for (var i = 0; i < evt.cards.length; i++) {
if (he.includes(evt.cards[i])) bool = true;
break;
}
}
});
return bool;
}
return false;
},
content: function () {
var he = player.getCards("h");
var list = [];
player.getHistory("gain", function (evt) {
if (evt && evt.cards) {
for (var i = 0; i < evt.cards.length; i++) {
if (he.includes(evt.cards[i])) list.add(evt.cards[i]);
}
}
});
player.$throw(list, 1000);
player.lose(list, ui.discardPile, "visible");
game.log(player, "将", list, "置入弃牌堆");
},
},
mark: {
trigger: {
player: "gainBegin",
global: "phaseBeginStart",
},
silent: true,
filter: function (event, player) {
return event.name != "gain" || player != _status.currentPhase;
},
content: function () {
if (trigger.name == "gain") trigger.gaintag.add("zishu");
else player.removeGaintag("zishu");
},
},
draw: {
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
audio: "zishu",
forced: true,
filter: function (event, player) {
if (_status.currentPhase != player || event.getg(player).length == 0) return false;
return event.getParent(2).name != "zishu_draw";
},
content: function () {
player.draw("nodelay");
},
},
},
ai: {
threaten: 1.2,
nogain: 1,
skillTagFilter: function (player) {
return player != _status.currentPhase;
},
},
group: ["zishu_draw", "zishu_discard", "zishu_mark"],
},
xinyingyuan: {
audio: "yingyuan",
trigger: { player: "useCardAfter" },
direct: true,
filter: function (event, player) {
if (_status.currentPhase != player) return false;
var type = get.type(event.card, "trick");
return (
player.getHistory("custom", function (evt) {
return evt.xinyingyuan_name == type;
}).length == 0
);
},
content: function () {
"step 0";
event.type = get.type(trigger.card, "trick");
player
.chooseTarget(get.prompt("xinyingyuan"), "令一名其他角色从牌堆中获得一张" + get.translation(event.type) + "牌", function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att < 3) return 0;
if (target.hasJudge("lebu")) att /= 2;
if (target.hasSkillTag("nogain")) att /= 10;
return att / (1 + get.distance(player, target, "absolute"));
});
"step 1";
if (result.bool) {
player.logSkill("xinyingyuan", result.targets[0]);
var card = get.cardPile2(function (cardx) {
return get.type(cardx, "trick") == event.type;
});
if (card) result.targets[0].gain(card, "log", "gain2");
player.getHistory("custom").push({ xinyingyuan_name: event.type });
}
},
},
yingyuan: {
audio: 2,
trigger: { player: "useCardAfter" },
direct: true,
filter: function (event, player) {
if (_status.currentPhase != player) return false;
if (
player.getHistory("custom", function (evt) {
return evt.yingyuan_name == event.card.name;
}).length > 0
)
return false;
return event.cards.filterInD().length > 0;
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("yingyuan"), "将" + get.translation(trigger.cards) + "交给一名其他角色", function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
if (target.hasJudge("lebu")) return 0;
let att = get.attitude(_status.event.player, target),
name = _status.event.cards[0].name;
if (att < 3) return 0;
if (target.hasSkillTag("nogain")) att /= 10;
if (name === "sha" && target.hasSha()) att /= 5;
if (name === "wuxie" && target.needsToDiscard(_status.event.cards)) att /= 5;
return att / (1 + get.distance(player, target, "absolute"));
})
.set("cards", trigger.cards);
"step 1";
if (result.bool) {
player.logSkill("yingyuan", result.targets[0]);
result.targets[0].gain(trigger.cards.filterInD(), "gain2");
player.getHistory("custom").push({ yingyuan_name: trigger.card.name });
}
},
},
shuimeng: {
audio: 2,
trigger: { player: "phaseUseAfter" },
direct: true,
filter: function (event, player) {
return player.countCards("h");
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("shuimeng"), function (card, player, target) {
return player.canCompare(target);
})
.set("ai", function (target) {
if (!_status.event.goon) return 0;
return -get.attitude(_status.event.player, target);
})
.set(
"goon",
player.needsToDiscard() ||
player.hasCard(function (card) {
var val = get.value(card);
if (val < 0) return true;
if (val <= 5) {
return card.number >= 11;
}
if (val <= 6) {
return card.number >= 12;
}
return false;
})
);
"step 1";
if (result.bool) {
player.logSkill("shuimeng", result.targets);
event.target = result.targets[0];
player.chooseToCompare(event.target);
} else {
event.finish();
}
"step 2";
if (result.bool) {
player.chooseUseTarget({ name: "wuzhong", isCard: true }, true);
} else {
event.target.useCard({ name: "guohe", isCard: true }, player);
}
},
},
qianya: {
audio: 2,
trigger: { target: "useCardToTargeted" },
direct: true,
filter: function (event, player) {
return get.type(event.card, "trick") == "trick" && player.countCards("h");
},
content: function () {
"step 0";
var nh = player.countCards("h");
player.chooseCardTarget({
filterCard: true,
filterTarget: function (card, player, target) {
return target != player;
},
selectCard: [1, nh],
ai1: function (card) {
var player = _status.event.player;
var cardname = _status.event.cardname;
if (_status.event.du) return -get.value(card, player, "raw");
else if (_status.event.shuimeng) {
if (cardname == "wuzhong") {
if (
player.needsToDiscard(2, (i, player) => {
return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i);
})
)
return 10 - get.value(card, player, "raw");
} else if (cardname == "guohe") {
if (
player.needsToDiscard(-1, (i, player) => {
return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i);
})
)
return 10 - get.value(card, player, "raw");
}
return 0;
} else if (cardname == "lebu") {
if (
player.needsToDiscard(1, (i, player) => {
return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i);
})
) {
return 8 - get.value(card, player, "raw");
} else {
if (!ui.selected.cards.length) {
return 6 - get.value(card, player, "raw");
}
return 0;
}
} else if (cardname == "shunshou") {
if (_status.event.nh <= 2) return get.value(card, player, "raw");
} else if (cardname == "huogong") {
if (player.hp == 1) return get.value(card, player, "raw");
}
if (ui.selected.cards.length) return 0;
return 7 - get.value(card, player, "raw");
},
ai2: function (target) {
var att = get.attitude(_status.event.player, target);
var nh2 = target.countCards("h");
var num = Math.sqrt(1 + nh2);
var cardname = _status.event.cardname;
if (_status.event.du) return 0.5 - att;
else if (_status.event.shuimeng) {
return att / num;
} else if (cardname == "lebu") {
return att / num;
} else if (cardname == "shunshou") {
if (_status.event.nh <= 2) return att / num;
} else if (cardname == "huogong") {
if (_status.event.player.hp == 1) return att / num;
}
if (_status.event.nh > nh2 + 1) {
return att / num;
}
return 0;
},
du: player.hasCard(function (card) {
return get.value(card, player, "raw") < 0;
}),
shuimeng: trigger.getParent(2).name == "shuimeng",
nh: nh,
cardname: trigger.card.name,
prompt: get.prompt2("qianya"),
});
"step 1";
if (result.bool) {
player.logSkill("qianya", result.targets);
player.give(result.cards, result.targets[0]);
}
},
},
xianfu: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: function (event, player) {
return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0);
},
audio: 6,
content: function () {
"step 0";
player
.chooseTarget("请选择【先辅】的目标", lib.translate.xianfu_info, true, function (card, player, target) {
return target != player && (!player.storage.xianfu2 || !player.storage.xianfu2.includes(target));
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att > 0) return att + 1;
if (att == 0) return Math.random();
return att;
}).animate = false;
"step 1";
if (result.bool) {
var target = result.targets[0];
if (!player.storage.xianfu2) player.storage.xianfu2 = [];
player.storage.xianfu2.push(target);
player.addSkill("xianfu2");
}
},
},
xianfu_mark: {
marktext: "辅",
intro: {
name: "先辅",
content: "当你受到伤害后,$受到等量的伤害,当你回复体力后,$回复等量的体力",
},
},
xianfu2: {
audio: "xianfu",
charlotte: true,
trigger: { global: ["damageEnd", "recoverEnd"] },
forced: true,
filter: function (event, player) {
if (event.player.isDead() || !player.storage.xianfu2 || !player.storage.xianfu2.includes(event.player) || event.num <= 0) return false;
if (event.name == "damage") return true;
return player.isDamaged();
},
logTarget: "player",
content: function () {
"step 0";
var target = trigger.player;
if (!target.storage.xianfu_mark) target.storage.xianfu_mark = [];
target.storage.xianfu_mark.add(player);
target.storage.xianfu_mark.sortBySeat();
target.markSkill("xianfu_mark");
game.delayx();
"step 1";
player[trigger.name](trigger.num, "nosource");
},
onremove: function (player) {
if (!player.storage.xianfu2) return;
game.countPlayer(function (current) {
if (player.storage.xianfu2.includes(current) && current.storage.xianfu_mark) {
current.storage.xianfu_mark.remove(player);
if (!current.storage.xianfu_mark.length) current.unmarkSkill("xianfu_mark");
else current.markSkill("xianfu_mark");
}
});
delete player.storage.xianfu2;
},
group: "xianfu3",
},
xianfu3: {
trigger: { global: "dieBegin" },
silent: true,
filter: function (event, player) {
return event.player == player || (player.storage.xianfu2 && player.storage.xianfu2.includes(player));
},
content: function () {
if (player == trigger.player) lib.skill.xianfu2.onremove(player);
else player.storage.xianfu2.remove(event.player);
},
},
chouce: {
trigger: { player: "damageEnd" },
content: function () {
"step 0";
event.num = trigger.num;
"step 1";
player.judge();
"step 2";
event.color = result.color;
if (event.color == "black") {
if (
game.hasPlayer(function (current) {
return current.countDiscardableCards(player, "hej") > 0;
})
)
player
.chooseTarget(
"弃置一名角色区域内的一张牌",
function (card, player, target) {
return target.countDiscardableCards(player, "hej");
},
true
)
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (att < 0) {
att = -Math.sqrt(-att);
} else {
att = Math.sqrt(att);
}
return att * lib.card.guohe.ai.result.target(player, target);
});
else event.finish();
} else {
var next = player.chooseTarget("令一名角色摸一张牌");
if (player.storage.xianfu2 && player.storage.xianfu2.length) {
next.set("prompt2", "(若目标为" + get.translation(player.storage.xianfu2) + "则改为摸两张牌)");
}
next.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target) / Math.sqrt(1 + target.countCards("h"));
if (target.hasSkillTag("nogain")) att /= 10;
if (player.storage.xianfu2 && player.storage.xianfu2.includes(target)) return att * 2;
return att;
});
}
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
if (event.color == "black") {
player.discardPlayerCard(target, "hej", true);
} else {
if (player.storage.xianfu2 && player.storage.xianfu2.includes(target)) {
if (!target.storage.xianfu_mark) target.storage.xianfu_mark = [];
target.storage.xianfu_mark.add(player);
target.storage.xianfu_mark.sortBySeat();
target.markSkill("xianfu_mark");
target.draw(2);
} else {
target.draw();
}
}
}
"step 4";
if (--event.num > 0 && player.hasSkill("chouce")) {
player.chooseBool(get.prompt2("chouce"));
} else {
event.finish();
}
"step 5";
if (result.bool) {
player.logSkill("chouce");
event.goto(1);
}
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
if (target.hp >= 4) return [1, get.tag(card, "damage") * 1.5];
if (target.hp == 3) return [1, get.tag(card, "damage") * 1];
if (target.hp == 2) return [1, get.tag(card, "damage") * 0.5];
}
},
},
},
},
fuqi: {
audio: 2,
forced: true,
trigger: {
player: "useCard",
},
filter: function (event, player) {
return (
event.card &&
(get.type(event.card) == "trick" || (get.type(event.card) == "basic" && !["shan", "tao", "jiu", "du"].includes(event.card.name))) &&
game.hasPlayer(function (current) {
return current != player && get.distance(current, player) <= 1;
})
);
},
content: function () {
trigger.directHit.addArray(
game.filterPlayer(function (current) {
return current != player && get.distance(current, player) <= 1;
})
);
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return get.distance(arg.target, player) <= 1;
},
},
},
wylianji: {
enable: "phaseUse",
audio: 2,
usable: 1,
filter: function (event, player) {
return player.hasCard(lib.skill.wylianji.filterCard);
},
check: function (card) {
if (card.name == "sha") return 1;
else {
if (get.tag(card, "damage")) {
if (get.tag(card, "multineg")) return 5;
return 2;
}
}
return 0;
},
filterCard: function (card) {
return get.name(card) == "sha" || (get.type(card, "trick") == "trick" && get.color(card) == "black" && !get.info(card).multitarget && get.info(card).enable);
},
filterTarget: function (card, player, target) {
return (
target != player &&
!target.isMin() &&
(player.canUse(card, target, false) ||
game.hasPlayer(function (current) {
return current != player && target.canUse(card, current);
}))
);
},
discard: false,
lose: true,
delay: false,
content: function () {
"step 0";
player.showCards(get.translation(player) + "对" + get.translation(target) + "发动了【连计】", cards);
"step 1";
var equip1 = get.cardPile2(function (card) {
return get.subtype(card) == "equip1";
});
if (!equip1) {
player.popup("杯具");
game.log("牌堆中无装备");
event.finish();
return;
}
if (equip1.name == "qinggang" && !lib.inpile.includes("qibaodao")) {
equip1.remove();
equip1 = game.createCard2("qibaodao", equip1.suit, equip1.number);
}
target.$draw(equip1);
target.chooseUseTarget(true, equip1, "nothrow", "nopopup");
game.delay();
"step 2";
game.updateRoundNumber();
var card = cards[0];
var bool1 = game.hasPlayer(function (current) {
return current != player && target.canUse(card, current);
});
var bool2 = player.canUse(card, target, false);
if (bool1 && bool2) {
target
.chooseControl(function () {
return 0;
})
.set("choiceList", ["对除" + get.translation(player) + "以外的角色使用" + get.translation(cards) + ",并将装备区里的武器牌交给该牌的一个目标角色", "视为" + get.translation(player) + "对你使用" + get.translation(cards) + ",并将装备区内的武器牌交给" + get.translation(player)]);
} else if (bool1) {
event.directindex = 0;
} else if (bool2) {
event.directindex = 1;
} else {
event.finish();
}
"step 3";
var card = cards[0];
if (result && typeof event.directindex != "number") {
event.directindex = result.index;
}
if (event.directindex == 1) {
event.insert(lib.skill.wylianji.content_use, {
player: player,
target: target,
card: card,
});
} else {
event.insert(lib.skill.wylianji.content_give, {
player: target,
card: card,
targets: game.filterPlayer(function (current) {
return current != player;
}),
});
}
},
content_use: function () {
"step 0";
player.useCard(card, target);
"step 1";
if (!get.owner(card)) {
target.gain(card, "gain2");
}
"step 2";
var equip1 = target.getEquips(1);
if (equip1.length) {
game.delay();
target.give(equip1, player);
target.line(player);
}
},
content_give: function () {
"step 0";
var select = get.select(get.info(card).selectTarget);
if (select[1] == -1) {
for (var i = 0; i < targets.length; i++) {
if (!player.canUse(card, targets[i])) {
targets.splice(i--, 1);
}
}
if (targets.length) {
player.useCard(card, targets);
}
event.list = targets.slice(0);
event.goto(2);
} else {
player
.chooseTarget(select, "选择" + get.translation(card) + "的目标", true, function (cardx, player, target) {
var card = _status.event.card;
return _status.event.targets.includes(target) && player.canUse(card, target);
})
.set("ai", function (target) {
var card = _status.event.card;
var player = _status.event.player;
return get.effect(target, card, player, player);
})
.set("targets", targets)
.set("card", card);
}
"step 1";
if (result.bool) {
player.useCard(card, result.targets);
event.list = result.targets.slice(0);
}
"step 2";
var equip1 = player.getEquips(1);
if (equip1.length) {
for (var i = 0; i < event.list.length; i++) {
if (event.list[i].isDead()) event.list.splice(i--, 1);
}
if (event.list.length > 1) {
player
.chooseTarget(true, "将" + get.translation(equip1) + "交给一名角色", function (card, player, target) {
return _status.event.list.includes(target);
})
.set("ai", function (target) {
return get.attitude(player, target);
})
.set("list", _status.event.list);
event.equip1 = equip1;
} else {
if (event.list.length == 1) {
player.give(equip1, event.list[0]);
player.line(event.list);
}
event.finish();
}
} else {
event.finish();
}
"step 3";
if (result.bool && result.targets.length && event.equip1) {
player.give(event.equip1, result.targets[0]);
player.line(result.targets);
}
},
ai: {
order: 7,
result: {
target: function (player, target) {
if (ui.selected.cards.length) {
var card = ui.selected.cards[0];
var bool = card.name != "sha";
if (
game.hasPlayer(function (current) {
return target.canUse(card, current, bool) && get.effect(current, card, target, player) > 0;
})
) {
var num = 1;
if (target.getEquip(1)) {
num = 0.6;
}
if (target.hasSkillTag("noe")) 2 * num;
return num;
}
}
return 0;
},
},
},
},
moucheng: {
audio: 2,
derivation: ["jingong", "wy_meirenji", "wy_xiaolicangdao"],
trigger: { global: "damageEnd" },
forced: true,
popup: false,
filter: function (event, player) {
return event.source != player && event.getParent(2).name == "useCard" && event.getParent(3).name == "wylianjiInserted";
},
init: function (player) {
player.storage.moucheng = 0;
},
intro: {
content: "已造成#点伤害",
},
unique: true,
juexingji: true,
content: function () {
player.storage.moucheng += trigger.num;
if (player.hasSkill("moucheng")) {
player.markSkill("moucheng");
player.syncStorage("moucheng");
}
if (player.storage.moucheng >= 3) {
event.trigger("mouchengAwaken");
}
},
group: "moucheng_awaken",
subSkill: {
awaken: {
trigger: { player: "mouchengAwaken" },
forced: true,
skillAnimation: true,
animationColor: "gray",
content: function () {
player.awakenSkill("moucheng");
game.log(player, "失去了技能", "#g【连计】");
player.changeSkills(["jingong"], ["wylianji"]);
},
},
},
ai: {
combo: "wylianji",
},
},
jingong: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
event.xinjingong_list &&
player.countCards("hes", function (card) {
return card.name == "sha" || get.type(card) == "equip";
})
);
},
onChooseToUse: function (event) {
if (!game.online) {
var evt = event.getParent();
if (evt.name != "phaseUse") return;
if (!evt.xinjingong_list) {
var list = get.inpile("trick").randomGets(2);
if (Math.random() < 0.5) {
list.push("wy_meirenji");
} else {
list.push("wy_xiaolicangdao");
}
evt.xinjingong_list = list;
}
if (!event.xinjingong_list) event.set("xinjingong_list", evt.xinjingong_list);
}
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i of event.xinjingong_list) list.push(["锦囊", "", i]);
return ui.create.dialog("矜功", [list, "vcard"]);
},
filter: function (button, player) {
return lib.filter.filterCard({ name: button.link[2] }, player, _status.event.getParent());
},
check: function (button) {
return _status.event.player.getUseValue({ name: button.link[2] });
},
backup: function (links, player) {
return {
audio: "jingong",
popname: true,
position: "hes",
viewAs: { name: links[0][2] },
check: function (card) {
return 6 - get.value(card);
},
filterCard: function (card) {
return card.name == "sha" || get.type(card) == "equip";
},
precontent: function () {
player.addTempSkill("jingong2");
},
};
},
prompt: function (links, player) {
return "将一张【杀】或装备牌当做" + get.translation(links[0][2]) + "使用";
},
},
ai: {
order: 2,
result: {
player: function (player) {
if ((player.hp <= 2 || player.needsToDiscard()) && !player.getStat("damage")) return 0;
return 1;
},
},
},
},
jingong2: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return !player.getStat("damage");
},
content: function () {
player.loseHp();
},
},
jingong3: { charlotte: true },
weikui: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player && target.countCards("h");
},
content: function () {
"step 0";
player.loseHp();
"step 1";
if (target.countCards("h", "shan")) {
player.viewHandcards(target);
if (player.canUse({ name: "sha", isCard: true }, target, false)) player.useCard({ name: "sha", isCard: true }, target, false);
player.storage.weikui2 = target;
player.addTempSkill("weikui2");
} else {
player.discardPlayerCard(target, "visible", true, "h").set("ai", function (button) {
return get.value(button.link, _status.event.target);
});
}
},
ai: {
order: 8,
result: {
target: function (player, target) {
if (player.hp <= 2) return 0;
if (player.hp == 3) return target.hp <= 2 ? -1 : 0;
return -1;
},
},
},
},
weikui2: {
onremove: true,
mod: {
globalFrom: function (from, to) {
if (to == from.storage.weikui2) return -Infinity;
},
},
mark: "character",
intro: {
content: "与$的距离视为1直到回合结束",
},
},
lizhan: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
for (var i = 0; i < game.players.length; i++) {
if (game.players[i].isDamaged()) {
return true;
}
}
return false;
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("lizhan"), "令任意名已受伤的角色各摸一张牌", [1, Infinity], function (card, player, target) {
return target.isDamaged();
})
.set("ai", function (target) {
return get.attitude(player, target);
});
"step 1";
if (result.bool) {
player.logSkill("lizhan", result.targets);
game.asyncDraw(result.targets);
}
},
ai: {
expose: 0.3,
threaten: 1.3,
},
},
xinfenyue: {
enable: "phaseUse",
audio: "fenyue",
filter: function (event, player) {
var num = game.players.length - player.getFriends(true).length;
if ((player.getStat().skill.xinfenyue || 0) >= num) return false;
return player.countCards("h") > 0;
},
filterTarget: function (event, player, target) {
return player.canCompare(target);
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (!result.bool) event.finish();
event.num = result.num1;
"step 2";
if (num <= 5 && target.countGainableCards(player, "he") > 0) player.gainPlayerCard(target, "he", true);
"step 3";
if (num <= 9) {
var card = get.cardPile2(function (x) {
return x.name == "sha";
});
if (card) player.gain(card, "gain2");
}
"step 4";
if (num <= 13) {
var card = { name: "sha", nature: "thunder" };
if (player.canUse(card, target, false)) player.useCard(card, target, false);
}
},
ai: {
order: 4,
result: {
target: function (player, target) {
var sort = function (a, b) {
return b.number - a.number;
};
var ps = player.getCards("h").sort(sort);
var ts = target.getCards("h").sort(sort);
if (ps[0].number > ts[0].number) {
var effect = get.effect(target, { name: "sha", nature: "thunder" }, player, player);
if (ps[0].number < 6 && target.countCards("he") > 1) effect -= 2;
if (ps[0].number < 10) effect -= 1;
return effect;
}
return ps.length >= ts.length ? -0.5 : 0;
},
},
},
},
fenyue: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
if (!player.countCards("h")) return false;
var num;
if (get.mode() == "identity") {
num = game.countPlayer(function (current) {
return current.identity == "zhong" || current.identity == "mingzhong";
});
} else {
num = 1;
}
if (player.getStat().skill.fenyue >= num) return false;
return true;
},
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
ai: {
order: 2.8,
result: {
target: function (player, target) {
if (
get.attitude(player, target) < 0 &&
player.hasCard(function (card) {
return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3;
})
) {
return get.effect(target, { name: "sha" }, player, target);
} else {
return 0;
}
},
},
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
player
.chooseControl(function () {
return 1;
})
.set("choiceList", ["令" + get.translation(target) + "不能使用或打出手牌直到回合结束", "视为对" + get.translation(target) + "使用一张杀(不计入次数限制)"]);
} else {
var evt = _status.event.getParent("phaseUse");
if (evt && evt.name == "phaseUse") {
evt.skipped = true;
}
event.finish();
}
"step 2";
if (result.control == "选项一") {
target.addTempSkill("fenyue2");
} else {
player.useCard({ name: "sha", isCard: true }, target, false);
}
},
},
fenyue2: {
mark: true,
mod: {
cardEnabled2: function (card) {
if (get.position(card) == "h") return false;
},
},
intro: {
content: "不能使用或打出手牌",
},
},
zfengshi: {
audio: 2,
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.card.name == "sha" && event.target.countCards("e");
},
logTarget: "target",
check: function (event, player) {
if (event.target.hasSkillTag("noe")) return false;
return get.attitude(player, event.target) < 0;
},
content: function () {
trigger.target.chooseToDiscard("e", true);
},
},
chuanxin: {
audio: 2,
trigger: { source: "damageBegin2" },
preHidden: true,
filter: function (event, player) {
if (_status.currentPhase != player) return false;
if (!_status.event.getParent("phaseUse")) return false;
if (event.card && (event.card.name == "sha" || event.card.name == "juedou") && event.getParent().name == event.card.name) {
if (get.mode() == "guozhan") {
return (event.player.identity != "qun" || player.identity == "ye") && !event.player.isUnseen() && event.player.hasViceCharacter();
} else {
var info = lib.character[event.player.name];
if (!info) return false;
var skills = event.player.getSkills();
for (var i = 0; i < info[3].length; i++) {
if (lib.skill[info[3][i]].fixed) continue;
if (skills.includes(info[3][i])) return true;
}
}
}
return false;
},
logTarget: "player",
check: function (event, player) {
if (get.mode() == "guozhan") {
if (!event.player.isUnseen(1) && get.guozhanRank(event.player.name2, event.player) < 4) return false;
}
if (event.player.hasSkill("subplayer")) return false;
if (get.attitude(player, event.player) < 0) {
if (event.player.hp == 1 && event.player.countCards("e") < 2 && event.player.name2 != "gz_pangtong") return false;
return true;
}
return false;
},
content: function () {
"step 0";
trigger.cancel();
if (trigger.player.countCards("e")) {
trigger.player
.chooseControl(function (event, player) {
if (get.mode() == "guozhan" && get.guozhanRank(player.name2, player) < 4) return 1;
if (player.hp == 1) return 1;
if (player.hp == 2 && player.countCards("e") >= 2) return 1;
return 0;
})
.set("choiceList", ["弃置装备区内的所有牌并失去1点体力", get.mode() == "guozhan" ? "移除副将牌" : "随机移除武将牌上的一个技能"]);
} else {
event._result = { index: 1 };
}
"step 1";
if (result.index == 1) {
if (get.mode() != "guozhan") {
var info = lib.character[trigger.player.name];
var skills = trigger.player.getSkills();
var list = [];
for (var i = 0; i < info[3].length; i++) {
if (lib.skill[info[3][i]].fixed) continue;
if (skills.includes(info[3][i])) {
list.push(info[3][i]);
}
}
if (list.length) {
var skill = list.randomGet();
trigger.player.removeSkills(skill);
}
} else {
trigger.player.removeCharacter(1);
}
} else {
trigger.player.discard(trigger.player.getCards("e"));
trigger.player.loseHp();
}
},
},
hengjiang: {
audio: 2,
trigger: { player: "damageEnd" },
preHidden: true,
check: function (event, player) {
return get.attitude(player, _status.currentPhase) < 0 || !_status.currentPhase.needsToDiscard(2);
},
filter: function (event) {
return _status.currentPhase && _status.currentPhase.isIn() && event.num > 0;
},
logTarget: function () {
return _status.currentPhase;
},
content: function () {
var source = _status.currentPhase;
if (source.hasSkill("hengjiang2")) {
source.storage.hengjiang2 += trigger.num;
source.storage.hengjiang3.add(player);
source.updateMarks();
} else {
source.storage.hengjiang3 = [player];
source.storage.hengjiang2 = trigger.num;
source.addTempSkill("hengjiang2");
}
},
ai: {
maixie_defend: true,
},
},
hengjiang2: {
mark: true,
charlotte: true,
intro: {
content: "手牌上限-#",
},
mod: {
maxHandcard: function (player, num) {
return num - player.storage.hengjiang2;
},
},
onremove: function (player) {
delete player.storage.hengjiang2;
delete player.storage.hengjiang3;
},
trigger: { player: "phaseDiscardEnd" },
filter: function (event, player) {
if (event.cards && event.cards.length) return false;
var players = player.storage.hengjiang3;
for (var i = 0; i < players.length; i++) {
if (players[i].isIn()) return true;
}
return false;
},
forced: true,
popup: false,
content: function () {
var players = player.storage.hengjiang3;
for (var i = 0; i < players.length; i++) {
if (players[i].isIn()) {
players[i].logSkill("hengjiang");
players[i].line(player, "green");
}
}
game.asyncDraw(player.storage.hengjiang3);
},
},
rehengjiang: {
audio: "hengjiang",
trigger: { player: "damageEnd" },
check: function (event, player) {
return get.attitude(player, _status.currentPhase) < 0 || !_status.currentPhase.needsToDiscard(2);
},
filter: function (event) {
return _status.currentPhase && _status.currentPhase.isIn() && event.num > 0;
},
logTarget: function () {
return _status.currentPhase;
},
preHidden: true,
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
event.count--;
var source = _status.currentPhase;
source.addTempSkill("rehengjiang2");
source.addMark("rehengjiang2", 1, false);
player.addTempSkill("rehengjiang3");
"step 2";
if (event.count && player.hasSkill("rehengjiang")) {
player.chooseBool(get.prompt2("rehengjiang", _status.currentPhase)).set("ai", function () {
return lib.skill.rehengjiang.check(_status.event.getTrigger(), _status.event.player);
});
} else event.finish();
"step 3";
if (result.bool) {
player.logSkill("rehengjiang", _status.currentPhase);
event.goto(1);
}
},
ai: {
maixie_defend: true,
notemp: true,
},
},
rehengjiang2: {
mark: true,
charlotte: true,
onremove: true,
intro: {
content: "手牌上限-#",
},
mod: {
maxHandcard: function (player, num) {
return num - player.storage.rehengjiang2;
},
},
},
rehengjiang3: {
audio: "hengjiang",
trigger: { global: "phaseEnd" },
forced: true,
charlotte: true,
filterx: function (event, player) {
if (!event.player.countMark("rehengjiang2")) return false;
if (
event.player.hasHistory("lose", function (evt) {
return evt.type == "discard" && evt.cards2.length > 0 && evt.getParent("phaseDiscard").player == event.player;
})
)
return false;
return true;
},
logTarget: "player",
content: function () {
if (lib.skill.rehengjiang3.filterx(trigger, player)) {
var num = player.getHistory("useSkill", function (evt) {
return evt.skill == "rehengjiang" && evt.targets.includes(trigger.player);
}).length;
if (num > 0) player.draw(num);
} else player.draw();
},
},
shuangren: {
trigger: { player: "phaseUseBegin" },
direct: true,
preHidden: true,
filter: function (event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return current != player && player.canCompare(current);
})
);
},
content: function () {
"step 0";
var goon;
if (player.needsToDiscard() > 1) {
goon = player.hasCard(function (card) {
return card.number > 10 && get.value(card) <= 5;
});
} else {
goon = player.hasCard(function (card) {
return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3;
});
}
player
.chooseTarget(get.prompt2("shuangren"), function (card, player, target) {
return player.canCompare(target);
})
.set("ai", function (target) {
var player = _status.event.player;
if (_status.event.goon && get.attitude(player, target) < 0) {
return get.effect(target, { name: "sha" }, player, player);
}
return 0;
})
.set("goon", goon)
.setHiddenSkill(event.name);
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("shuangren", target);
player.chooseToCompare(target);
} else {
event.finish();
}
"step 2";
if (result.bool) {
var target = event.target;
if (
game.hasPlayer(function (current) {
if (target == current) return false;
if (!player.canUse("sha", current, false)) return false;
return target.isFriendOf(current);
})
) {
var str = "对一名与" + get.translation(target) + "势力相同的";
player
.chooseTarget(str + "角色使用一张杀", true, function (card, player, target) {
if (!player.canUse("sha", target, false)) return false;
if (get.mode() == "guozhan") {
return target.isFriendOf(_status.event.identity);
}
return true;
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "sha" }, player, player);
})
.set("identity", target);
} else {
player.useCard({ name: "sha", isCard: true }, target, false);
event.finish();
}
} else {
player.addTempSkill("zishou2");
event.finish();
}
"step 3";
if (result.bool && result.targets && result.targets.length) {
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
}
},
},
kuanshi: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("kuanshi")).set("ai", function (target) {
if (get.attitude(_status.event.player, target) > 0) {
return 1 / Math.sqrt(target.hp + 1);
}
return 0;
}).animate = false;
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("kuanshi");
target.storage.kuanshi2 = player;
target.addSkill("kuanshi2");
}
},
},
kuanshi2: {
/*mark:'character',
intro:{
content:'下一次受到超过1点的伤害时,防止此伤害,然后$跳过下个回合的摸牌阶段'
},*/
trigger: { player: "damageBegin4" },
forced: true,
filter: function (event, player) {
return event.num > 1;
},
//priority:-11,
content: function () {
trigger.cancel();
player.storage.kuanshi2.skip("phaseDraw");
player.removeSkill("kuanshi2");
},
group: "kuanshi2_remove",
onremove: true,
subSkill: {
remove: {
trigger: { global: ["phaseZhunbeiBegin", "dieAfter"] },
forced: true,
popup: false,
filter: function (event, player) {
return event.player == player.storage.kuanshi2;
},
content: function () {
player.removeSkill("kuanshi2");
},
},
},
},
xiashu: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
var maxval = 0;
var hs = player.getCards("h");
for (var i = 0; i < hs.length; i++) {
maxval = Math.max(maxval, get.value(hs[i]));
}
player
.chooseTarget(get.prompt2("xiashu"), lib.filter.notMe)
.set("ai", function (target) {
var player = _status.event.player;
var maxval = _status.event.maxval;
var dh = target.countCards("h") - player.countCards("h");
var att = get.attitude(player, target);
if (target.hasSkill("qingjian")) return false;
if (dh <= 0) return 0;
if (att > 0) return 0.1;
if (maxval >= 8) return 0;
if (att == 0) return 0.2;
if (dh >= 3) return dh;
if (dh == 2) {
if (maxval <= 7) return dh;
}
if (maxval <= 6) return dh;
return 0;
})
.set("maxval", maxval);
"step 1";
if (result.bool) {
player.logSkill("xiashu", result.targets);
event.target = result.targets[0];
var hs = player.getCards("h");
player.give(hs, event.target);
} else {
event.finish();
}
"step 2";
var hs = event.target.getCards("h");
if (!hs.length) {
event.finish();
return;
}
hs.sort(function (a, b) {
return get.value(b, player, "raw") - get.value(a, player, "raw");
});
event.target
.chooseCard([1, hs.length], "展示至少一张手牌", true)
.set("ai", function (card) {
var rand = _status.event.rand;
var list = _status.event.list;
if (_status.event.att) {
if (ui.selected.cards.length >= Math.ceil(list.length / 2)) return 0;
var value = get.value(card);
if (_status.event.getParent().player.isHealthy()) {
value += (get.tag(card, "damage") ? 1.5 : 0) + (get.tag(card, "draw") ? 2 : 0);
}
return value;
}
if (ui.selected.cards.length >= Math.floor(list.length / 2)) return 0;
return list.indexOf(card) % 2 == rand ? 1 : 0;
})
.set("rand", Math.random() < 0.6 ? 1 : 0)
.set("list", hs)
.set("att", get.attitude(event.target, player) > 0);
"step 3";
event.target.showCards(result.cards);
event.cards1 = result.cards;
event.cards2 = event.target.getCards("h", function (card) {
return !event.cards1.includes(card);
});
"step 4";
var choice;
var num1 = event.cards1.length;
var num2 = event.cards2.length;
if (get.attitude(event.target, player) > 0 && num1 >= num2) {
choice = 0;
} else if (num1 == num2) {
choice = Math.random() < 0.45 ? 0 : 1;
} else if (num1 > num2) {
if (num1 - num2 == 1) {
choice = Math.random() < 0.6 ? 0 : 1;
} else {
choice = 0;
}
} else {
if (num2 - num1 == 1) {
choice = Math.random() < 0.6 ? 1 : 0;
} else {
choice = 1;
}
}
player
.chooseControl(function (event, player) {
return _status.event.choice;
})
.set("choiceList", ["获得" + get.translation(event.target) + "展示的牌", "获得" + get.translation(event.target) + "未展示的牌"])
.set("choice", choice);
"step 5";
if (result.index == 0) {
player.gain(event.cards1, target, "give", "bySelf");
} else {
player.gain(event.cards2, target, "giveAuto", "bySelf");
}
},
ai: {
expose: 0.1,
},
},
sheyan: {
audio: 2,
trigger: { target: "useCardToTarget" },
filter: function (event, player) {
if (!event.targets || !event.targets.includes(player)) return false;
var info = get.info(event.card);
if (info.type != "trick") return false;
if (info.multitarget) return false;
if (event.targets.length > 1) return true;
return game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, event.player, current);
});
},
direct: true,
content: function () {
"step 0";
var bool1 = trigger.targets.length > 1;
var bool2 = game.hasPlayer(function (current) {
return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, trigger.player, current);
});
if (bool1 && bool2) {
player
.chooseControlList(get.prompt("sheyan"), ["为" + get.translation(trigger.card) + "增加一个目标", "为" + get.translation(trigger.card) + "减少一个目标"], function (event, player) {
if (_status.event.add) return 0;
return 1;
})
.set("add", get.effect(player, trigger.card, trigger.player, player) >= 0);
} else if (bool2) {
event.type = "add";
event.goto(2);
event.unchosen = true;
} else {
event.type = "remove";
event.goto(2);
event.unchosen = true;
}
"step 1";
if (result.control == "cancel2") {
event.finish();
} else if (result.index == 1) {
event.type = "remove";
} else {
event.type = "add";
}
"step 2";
if (event.type == "add") {
player
.chooseTarget(event.unchosen ? get.prompt("sheyan") : null, "为" + get.translation(trigger.card) + "增加一个目标", function (card, player, target) {
var trigger = _status.event.getTrigger();
return !trigger.targets.includes(target) && lib.filter.targetEnabled2(trigger.card, trigger.player, target);
})
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
return get.effect(target, trigger.card, trigger.player, _status.event.player);
});
} else {
player
.chooseTarget(event.unchosen ? get.prompt("sheyan") : null, "为" + get.translation(trigger.card) + "减少一个目标", function (card, player, target) {
return _status.event.targets.includes(target);
})
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
return -get.effect(target, trigger.card, trigger.player, _status.event.player);
})
.set("targets", trigger.targets);
}
"step 3";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.target = result.targets[0];
} else {
event.finish();
}
"step 4";
player.logSkill("sheyan", event.target);
if (event.type == "add") {
trigger.targets.push(event.target);
} else {
trigger.getParent().excluded.add(event.target);
}
},
ai: {
expose: 0.2,
},
},
bingzheng: {
audio: 2,
trigger: { player: "phaseUseEnd" },
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("bingzheng"), function (card, player, target) {
return target.countCards("h") != target.hp;
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
var nh = target.countCards("h");
if (att > 0) {
if (nh == target.hp - 1) {
if (player == target) return att + 1;
return att + 2;
}
if (player == target && player.needsToDiscard()) return att / 3;
return att;
} else {
if (nh == target.hp + 1) return -att;
if (nh == 0) return 0;
return -att / 2;
}
});
"step 1";
if (result.bool) {
player.logSkill("bingzheng", result.targets);
event.target = result.targets[0];
if (event.target.countCards("h")) {
player
.chooseControl(function (event, player) {
var target = event.target;
if (get.attitude(player, target) < 0) return 1;
return 0;
})
.set("choiceList", ["令" + get.translation(event.target) + "摸一张牌", "令" + get.translation(event.target) + "弃置一张手牌"]);
} else {
event.directfalse = true;
}
} else {
event.finish();
}
"step 2";
if (event.directfalse || result.index == 0) {
event.target.draw();
} else {
event.target.chooseToDiscard("h", true);
}
"step 3";
if (event.target.countCards("h") == event.target.hp) {
player.draw();
if (event.target == player) {
event.finish();
return;
}
var next = player.chooseCard("是否交给" + get.translation(event.target) + "一张牌?", "he");
next.set("ai", function (card) {
if (get.position(card) != "h") return 0;
if (_status.event.shan && card.name == "shan") {
return 11;
}
if (_status.event.goon) {
return 10 - get.value(card);
}
return -get.value(card, _status.event.player, "raw");
});
if (get.attitude(player, event.target) > 1 && player.countCards("h", "shan") > 1 && player.countCards("h") > event.target.countCards("h")) {
next.set("shan", true);
}
if (get.attitude(player, event.target) > 0 && player.needsToDiscard()) {
next.set("goon", true);
}
} else {
event.finish();
}
"step 4";
if (result.bool) {
player.give(result.cards, target);
}
},
ai: {
expose: 0.2,
threaten: 1.4,
},
},
fuman: {
audio: 2,
enable: "phaseUse",
filterTarget: function (card, player, target) {
if (target == player) return false;
var stat = player.getStat("skill").fuman_targets;
return !stat || !stat.includes(target);
},
filter: function (event, player) {
return player.countCards("h") > 0 && game.hasPlayer(current => lib.skill.fuman.filterTarget(null, player, current));
},
discard: false,
lose: false,
delay: false,
filterCard: true,
content: function () {
player.give(cards, target).gaintag.add("fuman");
target.addSkill("fuman2");
player.addSkill("fuman_draw");
var stat = player.getStat("skill");
if (!stat.fuman_targets) stat.fuman_targets = [];
stat.fuman_targets.push(target);
},
check: function (card) {
return 6 - get.value(card);
},
ai: {
order: 2,
result: {
target: function (player, target) {
if (!target.hasSha()) return 1.2;
return 1;
},
},
},
subSkill: {
draw: {
trigger: { global: "useCardAfter" },
forced: true,
charlotte: true,
filter: function (event, player) {
return event.player.hasHistory("lose", function (evt) {
if (evt.getParent() != event) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("fuman")) return true;
}
return false;
});
},
logTarget: "player",
content: function () {
player.draw(
trigger.player.hasHistory("sourceDamage", function (evt) {
return evt.card == trigger.card;
})
? 2
: 1
);
},
},
},
},
fuman2: {
mod: {
aiOrder: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("fuman")) return num + 1;
},
cardname: function (card, player) {
if (get.itemtype(card) == "card" && card.hasGaintag("fuman")) return "sha";
},
},
},
qizhou: {
trigger: { player: ["phaseBefore", "equipEnd", "loseEnd"] },
forced: true,
popup: false,
derivation: ["mashu", "reyingzi", "reduanbing", "fenwei"],
filter: function (event, player) {
if (player.equiping) return false;
var suits = [];
var es = player.getCards("e");
for (var i = 0; i < es.length; i++) {
suits.add(get.suit(es[i]));
}
if (player.additionalSkills.qizhou) {
return player.additionalSkills.qizhou.length != suits.length;
} else {
return suits.length > 0;
}
},
content: function () {
var suits = [];
var es = player.getCards("e");
for (var i = 0; i < es.length; i++) {
suits.add(get.suit(es[i]));
}
player.removeAdditionalSkill("qizhou");
switch (suits.length) {
case 1:
player.addAdditionalSkill("qizhou", ["mashu"]);
break;
case 2:
player.addAdditionalSkill("qizhou", ["mashu", "reyingzi"]);
break;
case 3:
player.addAdditionalSkill("qizhou", ["mashu", "reyingzi", "reduanbing"]);
break;
case 4:
player.addAdditionalSkill("qizhou", ["mashu", "reyingzi", "reduanbing", "fenwei"]);
break;
}
},
ai: {
threaten: 1.2,
},
},
shanxi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterCard: { color: "red", type: "basic" },
filterTarget: function (card, player, target) {
return target != player && target.countCards("he") && player.inRange(target);
},
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
player.discardPlayerCard(target, true);
"step 1";
if (result.bool) {
if (get.name(result.cards[0], result.cards[0].original == "h" ? player : false) == "shan") {
player.viewHandcards(target);
} else {
target.viewHandcards(player);
}
}
},
ai: {
order: 8,
result: {
target: -1,
},
},
},
fenxun: {
enable: "phaseUse",
usable: 1,
position: "he",
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
player.markAuto("fenxun2", [target]);
player.addTempSkill("fenxun2");
},
check: function (card) {
if (card.name == "sha" && _status.event.player.countCards("h", "sha") <= 1) return 0;
return 6 - get.value(card);
},
filterCard: true,
ai: {
order: 4,
result: {
player: function (player, target) {
if (get.distance(player, target) <= 1) return 0;
var hs = player.getCards("h", "shunshou");
if (hs.length && player.canUse(hs[0], target, false)) {
return 1;
}
var geteff = function (current) {
return player.canUse("sha", current, false, true) && get.effect(current, { name: "sha" }, player, player) > 0;
};
if (player.hasSha() && geteff(target)) {
var num = game.countPlayer(function (current) {
return current != player && get.distance(player, current) <= 1 && geteff(current);
});
if (num == 0) {
if (
game.hasPlayer(function (current) {
return player.canUse("sha", current) && geteff(current) && current != target;
})
) {
return 1;
}
} else if (num == 1) {
return 1;
}
}
return 0;
},
},
},
},
fenxun2: {
mark: "character",
onremove: true,
intro: {
content: "到$的距离视为1",
},
mod: {
globalFrom: function (from, to) {
if (from.getStorage("fenxun2").includes(to)) {
return -Infinity;
}
},
},
},
duanbing: {
audio: 2,
audioname2: { heqi: "duanbing_heqi" },
trigger: { player: "useCard2" },
filter: function (event, player) {
if (event.card.name != "sha") return false;
return game.hasPlayer(function (current) {
return !event.targets.includes(current) && get.distance(player, current) <= 1 && player.canUse(event.card, current);
});
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("duanbing"), "为" + get.translation(trigger.card) + "增加一个目标", function (card, player, target) {
return !_status.event.sourcex.includes(target) && get.distance(player, target) <= 1 && player.canUse(_status.event.card, target);
})
.set("sourcex", trigger.targets)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.target = result.targets[0];
} else {
event.finish();
}
"step 2";
player.logSkill("duanbing", event.target);
trigger.targets.push(event.target);
},
ai: {
effect: {
player: function (card, player, target, current, isLink) {
if (!isLink && card.name == "sha") {
if (player._duanbingtmp) return;
player._duanbingtmp = true;
if (get.effect(target, card, player, player) <= 0) {
delete player._duanbingtmp;
return;
}
if (
game.hasPlayer(function (current) {
return current != target && get.distance(player, current) <= 1 && player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
) {
delete player._duanbingtmp;
return [1, 1];
}
delete player._duanbingtmp;
}
},
},
},
},
fuhan: {
audio: 2,
trigger: { player: "phaseBegin" },
unique: true,
limited: true,
skillAnimation: true,
animationColor: "orange",
filter: function (event, player) {
return player.storage.fanghun2 > 0;
},
prompt: function (event, player) {
var num = Math.max(2, player.storage.fanghun2 || 0);
num = Math.min(num, 8);
return get.prompt("fuhan") + "(体力上限:" + num + ")";
},
check: function (event, player) {
var num = Math.max(2, player.storage.fanghun2 || 0);
if (num == 1) return false;
if (player.hp <= 1) return true;
if (num == 2) return false;
if (num == 3) return player.hp < 3 && player.isMinHp();
return true;
},
content: function () {
"step 0";
if (player.storage.fanghun) player.draw(player.storage.fanghun);
player.removeMark("fanghun", player.storage.fanghun);
event.num = Math.max(2, player.storage.fanghun2 || 0);
var list;
if (_status.characterlist) {
list = [];
for (var i = 0; i < _status.characterlist.length; i++) {
var name = _status.characterlist[i];
if (lib.character[name][1] == "shu") list.push(name);
}
} else if (_status.connectMode) {
list = get.charactersOL(function (i) {
return lib.character[i][1] != "shu";
});
} else {
list = get.gainableCharacters(function (info) {
return info[1] == "shu";
});
}
var players = game.players.concat(game.dead);
for (var i = 0; i < players.length; i++) {
list.remove(players[i].name);
list.remove(players[i].name1);
list.remove(players[i].name2);
}
list.remove("zhaoyun");
list.remove("re_zhaoyun");
list.remove("ol_zhaoyun");
// var dialog=ui.create.dialog();
// dialog.add([list.randomGets(5),'character']);
player
.chooseButton(true)
.set("ai", function (button) {
return get.rank(button.link, true) - lib.character[button.link][2];
})
.set("createDialog", ["将武将牌替换为一名角色", [list.randomGets(5), "character"]]);
player.awakenSkill("fuhan");
"step 1";
event.num = Math.min(event.num, 8);
player.reinitCharacter(get.character(player.name2, 3).includes("fuhan") ? player.name2 : player.name1, result.links[0]);
"step 2";
var num = event.num - player.maxHp;
if (num > 0) player.gainMaxHp(num);
else player.loseMaxHp(-num);
player.recover();
},
ai: {
combo: "fanghun",
},
},
refuhan: {
audio: "fuhan",
trigger: { player: "phaseZhunbeiBegin" },
unique: true,
limited: true,
skillAnimation: true,
animationColor: "orange",
filter: function (event, player) {
return player.countMark("fanghun") > 0;
},
content: function () {
"step 0";
if (player.storage.fanghun) player.draw(player.storage.fanghun);
player.removeMark("fanghun", player.storage.fanghun);
player.awakenSkill("refuhan");
"step 1";
var list;
if (_status.characterlist) {
list = [];
for (var i = 0; i < _status.characterlist.length; i++) {
var name = _status.characterlist[i];
if (lib.character[name][1] == "shu") list.push(name);
}
} else if (_status.connectMode) {
list = get.charactersOL(function (i) {
return lib.character[i][1] != "shu";
});
} else {
list = get.gainableCharacters(function (info) {
return info[1] == "shu";
});
}
var players = game.players.concat(game.dead);
for (var i = 0; i < players.length; i++) {
list.remove(players[i].name);
list.remove(players[i].name1);
list.remove(players[i].name2);
}
list.remove("zhaoyun");
list.remove("re_zhaoyun");
list.remove("ol_zhaoyun");
list = list.randomGets(Math.max(4, game.countPlayer()));
var skills = [];
for (var i of list) {
skills.addArray(
(lib.character[i][3] || []).filter(function (skill) {
var info = get.info(skill);
return info && !info.zhuSkill && !info.limited && !info.juexingji && !info.hiddenSkill && !info.charlotte && !info.dutySkill;
})
);
}
if (!list.length || !skills.length) {
event.finish();
return;
}
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
_status.imchoosing = false;
event._result = {
bool: true,
skills: skills.randomGets(2),
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
};
var chooseButton = function (list, skills) {
var event = _status.event;
if (!event._result) event._result = {};
event._result.skills = [];
var rSkill = event._result.skills;
var dialog = ui.create.dialog("请选择获得至多两个技能", [list, "character"], "hidden");
event.dialog = dialog;
var table = document.createElement("div");
table.classList.add("add-setting");
table.style.margin = "0";
table.style.width = "100%";
table.style.position = "relative";
for (var i = 0; i < skills.length; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = skills[i];
table.appendChild(td);
td.innerHTML = "" + get.translation(skills[i]) + "";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
if (!this.classList.contains("bluebg")) {
if (rSkill.length >= 2) return;
rSkill.add(link);
this.classList.add("bluebg");
} else {
this.classList.remove("bluebg");
rSkill.remove(link);
}
});
}
dialog.content.appendChild(table);
dialog.add(" ");
dialog.open();
event.switchToAuto = function () {
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
};
event.control = ui.create.control("ok", function (link) {
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
});
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("selectable");
}
game.pause();
game.countChoose();
};
if (event.isMine()) {
chooseButton(list, skills);
} else if (event.isOnline()) {
event.player.send(chooseButton, list, skills);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 2";
var map = event.result || result;
if (map && map.skills && map.skills.length) {
player.addSkills(map.skills);
}
game.broadcastAll(function (list) {
game.expandSkills(list);
for (var i of list) {
var info = lib.skill[i];
if (!info) continue;
if (!info.audioname2) info.audioname2 = {};
info.audioname2.zhaoxiang = "fuhan";
}
}, map.skills);
"step 3";
if (player.isMinHp()) player.recover();
},
ai: {
combo: "refanghun",
},
},
refanghun: {
mod: {
aiValue: function (player, card, num) {
if (card.name != "sha" && card.name != "shan") return;
var geti = function () {
var cards = player.getCards("hs", function (card) {
return card.name == "sha" || card.name == "shan";
});
if (cards.includes(card)) {
return cards.indexOf(card);
}
return cards.length;
};
return Math.max(num, [7, 5, 5, 3][Math.min(geti(), 3)]);
},
},
locked: false,
audio: "fanghun",
inherit: "fanghun",
trigger: {
player: "useCard",
target: "useCardToTargeted",
},
},
fanghun: {
hiddenCard: function (player, name) {
if (!player.storage.fanghun || player.storage.fanghun <= 0) return false;
if (name == "tao") return player.countCards("hs", "jiu") > 0;
if (name == "jiu") return player.countCards("hs", "tao") > 0;
return false;
},
audio: 2,
marktext: "影",
intro: {
content: "mark",
name: "梅影",
},
trigger: {
source: "damageSource",
player: "damageEnd",
},
forced: true,
locked: false,
filter: function (event) {
return event.card && event.card.name == "sha";
},
content: function () {
player.addMark("fanghun", trigger.num || 1);
player.addMark("fanghun2", trigger.num || 1, false);
},
group: ["fanghun_sha", "fanghun_draw"],
subSkill: {
draw: {
trigger: { player: ["useCardAfter", "respondAfter"] },
forced: true,
popup: false,
filter: function (event) {
return event.skill == "fanghun_sha" || event.skill == "fanghun_shan";
},
content: function () {
player.draw();
},
},
sha: {
audio: "fanghun",
inherit: "ollongdan",
enable: ["chooseToUse", "chooseToRespond"],
prompt: "弃置一枚【梅影】标记,将杀当做闪,或将闪当做杀,或将桃当做酒,或将酒当做桃使用或打出",
filter: function (event, player) {
return player.hasMark("fanghun") && get.info("ollongdan").filter(event, player);
},
onrespond: function () {
return this.onuse.apply(this, arguments);
},
onuse: function (result, player) {
player.removeMark("fanghun", 1);
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag) {
if (!player.hasMark("fanghun")) return false;
return get.info("ollongdan").ai.skillTagFilter(player, tag);
},
order: function (item, player) {
if (!player || !player.storage) {
player = _status.event.player;
if (!player || !player.storage) return 0;
if (
Object.keys(player.storage).some(i => {
return typeof i == "string" && i.indexOf("fuhan") != -1;
})
)
return 4;
return 1;
}
const awakened = Object.keys(player.storage).some(i => typeof i == "string" && i.indexOf("fuhan") != -1);
if (_status.event.type == "phase") {
var max = 0;
var list = ["sha", "tao", "jiu"];
var map = { sha: "shan", tao: "jiu", jiu: "tao" };
for (var i = 0; i < list.length; i++) {
var name = list[i];
if (player.countCards("hs", map[name]) > (name == "jiu" ? 1 : 0) && player.getUseValue({ name: name }) > 0) {
var temp = get.order({ name: name });
if (temp > max) max = temp;
}
}
if (max > 0) max += awakened ? 0.3 : -0.3;
return max;
}
return awakened ? 4 : 1;
},
},
},
},
},
yjixi: {
derivation: "rewangzun",
audio: "weidi",
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
if (player.phaseNumber < 3) return false;
var num = 0;
for (var i = player.actionHistory.length - 1; i >= 0; i--) {
if (!player.actionHistory[i].isMe) continue;
if (_status.globalHistory[i].changeHp.some(evt => evt.player == player && evt.getParent().name == "loseHp")) return false;
else {
num++;
if (num >= 3) break;
}
}
return true;
},
skillAnimation: true,
animationColor: "gray",
unique: true,
juexingji: true,
content: function () {
"step 0";
player.awakenSkill("yjixi");
player.gainMaxHp();
player.recover();
"step 1";
var str = "摸两张牌";
var mode = get.mode();
var choice = "选项一";
if (mode == "identity" || (mode == "versus" && _status.mode == "four")) {
var list = [];
var zhu = get.zhu(player);
if (zhu && zhu != player && zhu.skills) {
for (var i = 0; i < zhu.skills.length; i++) {
if (lib.skill[zhu.skills[i]] && lib.skill[zhu.skills[i]].zhuSkill) {
list.push(zhu.skills[i]);
}
}
}
if (list.length) {
str += "并获得技能" + get.translation(list);
event.list = list;
choice = "选项二";
}
}
player
.chooseControl(function (event, player) {
return _status.event.choice;
})
.set("choiceList", ["获得技能〖妄尊〗", str])
.set("choice", choice);
"step 2";
if (result.control == "选项一") {
player.addSkills("rewangzun");
} else {
player.draw(2);
if (event.list) {
player.addSkills(event.list);
game.broadcastAll(function (list) {
game.expandSkills(list);
for (var i of list) {
var info = lib.skill[i];
if (!info) continue;
if (!info.audioname2) info.audioname2 = {};
info.audioname2.old_yuanshu = "weidi";
}
}, event.list);
}
}
},
},
xinyongsi: {
audio: "yongsi",
group: ["xinyongsi1", "xinyongsi2"],
locked: true,
},
xinyongsi1: {
audio: "yongsi1",
trigger: { player: "phaseDrawBegin1" },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
player.draw(game.countGroup());
trigger.changeToZero();
},
},
xinyongsi2: {
audio: "yongsi2",
trigger: { player: "phaseDiscardBegin" },
forced: true,
check: function () {
return false;
},
content: function () {
"step 0";
player.chooseToDiscard("he", "庸肆").set("prompt2", "弃置一张牌,或取消并失去1点体力").ai = function (card) {
return 8 - get.value(card);
};
"step 1";
if (!result.bool) player.loseHp();
},
},
lianzhu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterCard: true,
position: "he",
filterTarget: function (card, player, target) {
return target != player;
},
check: function (card) {
var num = get.value(card);
if (get.color(card) == "black") {
if (num >= 6) return 0;
return 20 - num;
} else {
if (_status.event.player.needsToDiscard()) return 7 - num;
}
return 0;
},
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
player.give(cards, target);
if (get.color(cards[0]) == "black") {
target
.chooseToDiscard(2, "he", "弃置两张牌,或令" + get.translation(player) + "摸两张牌")
.set("ai", function (card) {
if (_status.event.goon) return 7 - get.value(card);
return 0;
})
.set("goon", get.attitude(target, player) < 0);
} else {
event.finish();
}
"step 1";
if (!result.bool) {
player.draw(2);
}
},
ai: {
order: 8,
expose: 0.2,
result: {
target: function (player, target) {
if (ui.selected.cards.length && get.color(ui.selected.cards[0]) == "red") {
if (target.countCards("h") < player.countCards("h")) return 1;
return 0.5;
}
return -1;
},
},
},
},
xiehui: {
mod: {
ignoredHandcard: function (card, player) {
if (get.color(card) == "black") {
return true;
}
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && get.color(card) == "black") return false;
},
},
trigger: {
global: "gainAfter",
player: "loseAsyncAfter",
},
forced: true,
popup: false,
filter: function (event, player) {
if (event.name == "loseAsync") {
if (event.type != "gain") return false;
return game.hasPlayer(function (current) {
if (current == player) return false;
var hs = current.getCards("h"),
cards = event.getl(player).cards2;
var cardsx = event.getg(current);
for (var i of cardsx) {
if (hs.includes(i) && cards.includes(i) && get.color(i, player) == "black") return true;
}
return false;
});
}
if (event.player != player) {
var hs = event.player.getCards("h");
var evt = event.getl(player);
return (
evt &&
evt.cards2 &&
evt.cards2.filter(function (card) {
return hs.includes(card) && get.color(card, player) == "black";
}).length > 0
);
}
return false;
},
content: function () {
var cards = trigger.getl(player).cards2;
game.countPlayer(function (current) {
if (current == player) return;
var hs = current.getCards("h"),
cardsx = trigger.getg(current).filter(function (card) {
return hs.includes(card) && cards.includes(card) && get.color(card, player) == "black";
});
if (cardsx.length > 0) {
current.addSkill("xiehui2");
current.addGaintag(cards, "xiehui");
}
});
},
},
xiehui2: {
mark: true,
intro: {
content: "不能使用、打出或弃置得到的黑色牌",
},
mod: {
cardDiscardable: function (card, player) {
if (card.hasGaintag("xiehui")) return false;
},
cardEnabled2: function (card, player) {
if (get.itemtype(card) == "card" && card.hasGaintag("xiehui")) return false;
},
},
trigger: { player: "changeHp" },
forced: true,
popup: false,
charlotte: true,
filter: function (event) {
return event.num < 0;
},
content: function () {
player.removeSkill("xiehui2");
},
onremove: function (player) {
player.removeGaintag("xiehui");
},
},
shanjia: {
sync: function (player) {
if (game.online) return;
var history = player.actionHistory;
var num = 0;
for (var i = 0; i < history.length; i++) {
for (var j = 0; j < history[i].useCard.length; j++) {
if (get.type(history[i].useCard[j].card) == "equip") num++;
}
}
player.storage.shanjia = num;
if (num > 0) player.markSkill("shanjia");
},
audio: 2,
intro: {
content: function (storage) {
if (storage == 0) return "未使用过装备牌";
return "已使用过" + storage + "张装备牌";
},
},
group: "shanjia2",
trigger: { player: "phaseUseBegin" },
frequent: true,
filter: function (event, player) {
lib.skill.shanjia.sync(player);
return player.storage.shanjia > 0;
},
content: function () {
"step 0";
lib.skill.shanjia.sync(player);
player.draw(Math.min(7, player.storage.shanjia));
"step 1";
player.chooseToDiscard("he", Math.min(7, player.storage.shanjia), true);
"step 2";
var useCard = false;
if (result.bool && result.cards) {
for (var i = 0; i < result.cards.length; i++) {
if (result.cards[i].original == "e") {
useCard = true;
break;
}
}
}
if (useCard) {
player.chooseUseTarget({ name: "sha" }, false, "是否视为使用一张【杀】?", "nodistance");
}
},
ai: {
threaten: function (player, target) {
if (typeof target.storage.shanjia == "number") {
return Math.min(2, Math.sqrt(1 + target.storage.shanjia));
}
},
},
},
shanjia2: {
trigger: { player: "useCard" },
silent: true,
filter: function (event, player) {
return get.type(event.card) == "equip";
},
content: function () {
lib.skill.shanjia.sync(player);
},
},
zhanyi: {
enable: "phaseUse",
usable: 1,
audio: 2,
filterCard: true,
position: "he",
check: function (card) {
var player = _status.event.player;
if (player.hp < 3) return 0;
var type = get.type(card, "trick");
if (type == "trick") {
return 6 - get.value(card);
} else if (type == "equip") {
if (
player.hasSha() &&
game.hasPlayer(function (current) {
return player.canUse("sha", current) && get.attitude(player, current) < 0 && get.effect(current, { name: "sha" }, player, player) > 0;
})
) {
return 6 - get.value(card);
}
}
return 0;
},
content: function () {
player.loseHp();
switch (get.type(cards[0], "trick")) {
case "basic":
player.addTempSkill("zhanyi_basic");
break;
case "equip":
player.addTempSkill("zhanyi_equip");
break;
case "trick":
player.addTempSkill("zhanyi_trick");
player.draw(2);
break;
}
},
ai: {
order: 9.1,
result: {
player: 1,
},
},
},
zhanyi_basic: {
group: ["zhanyi_basic_sha", "zhanyi_basic_jiu", "zhanyi_basic_tao"],
},
zhanyi_basic_tao: {
enable: "chooseToUse",
filterCard: { type: "basic" },
viewAs: { name: "tao" },
viewAsFilter: function (player) {
if (!player.countCards("h", { type: "basic" })) return false;
},
prompt: "将一张基本牌当桃使用",
check: function (card) {
return 8 - get.value(card);
},
ai: {
skillTagFilter: function (player) {
if (!player.countCards("h", { type: "basic" })) return false;
},
save: true,
},
},
zhanyi_basic_sha: {
enable: "chooseToUse",
filterCard: { type: "basic" },
viewAs: { name: "sha" },
viewAsFilter: function (player) {
if (!player.countCards("h", { type: "basic" })) return false;
},
prompt: "将一张基本牌当杀使用",
check: function (card) {
return 4 - get.value(card);
},
ai: {
skillTagFilter: function (player) {
if (!player.countCards("h", { type: "basic" })) return false;
},
respondSha: true,
},
},
zhanyi_basic_jiu: {
enable: "chooseToUse",
filterCard: { type: "basic" },
viewAs: { name: "jiu" },
viewAsFilter: function (player) {
if (!player.countCards("h", { type: "basic" })) return false;
},
prompt: "将一张基本牌当酒使用",
check: function (card) {
if (_status.event.type == "dying") return 1;
return 4 - get.value(card);
},
ai: {
skillTagFilter: function (player) {
return player.countCards("h", { type: "basic" }) > 0 && player.hp <= 0;
},
save: true,
},
},
zhanyi_equip: {
trigger: { player: "shaBegin" },
forced: true,
filter: function (event, player) {
return event.target.countCards("he") > 0;
},
check: function (event, player) {
return get.attitude(player, event.target) < 0;
},
content: function () {
trigger.target.chooseToDiscard("he", true, 2);
},
},
zhanyi_trick: {
mod: {
targetInRange: function () {
return true;
},
},
},
dingpan: {
enable: "phaseUse",
filter: function (event, player) {
var num;
var mode = get.mode();
if (mode == "identity" || mode == "doudizhu") {
if (mode == "identity" && _status.mode == "purple") num = player.getEnemies().length;
else num = get.population("fan");
} else if (mode == "versus") {
if (!_status.mode || _status.mode != "two") num = player.getEnemies().length;
else {
var target = game.findPlayer(x => {
var num = x.getFriends().length;
return !game.hasPlayer(y => {
return x != y && y.getFriends().length > num;
});
});
num = target ? target.getFriends(true).length : 1;
}
} else {
num = 1;
}
if ((player.getStat().skill.dingpan || 0) >= num) return false;
return true;
},
filterTarget: function (card, player, target) {
return target.countCards("e") > 0;
},
content: function () {
"step 0";
target.draw();
"step 1";
var goon = get.damageEffect(target, player, target) >= 0;
if (!goon && target.hp >= 4 && get.attitude(player, target) < 0) {
var es = target.getCards("e");
for (var i = 0; i < es.length; i++) {
if (get.equipValue(es[i], target) >= 8) {
goon = true;
break;
}
}
}
target
.chooseControl(function () {
if (_status.event.goon) return "选项二";
return "选项一";
})
.set("goon", goon)
.set("prompt", "定叛")
.set("choiceList", ["令" + get.translation(player) + "弃置你装备区里的一张牌", "获得你装备区内的所有牌并受到1点伤害"]);
"step 2";
if (result.control == "选项一") {
player.discardPlayerCard(target, true, "e");
event.finish();
} else {
target.gain(target.getCards("e"), "gain2");
}
"step 3";
game.delay(0.5);
target.damage();
},
ai: {
order: 7,
result: {
target: function (player, target) {
if (get.damageEffect(target, player, target) >= 0) return 2;
var att = get.attitude(player, target);
if (att == 0) return 0;
var es = target.getCards("e");
if (att > 0 && (target.countCards("h") > 2 || target.needsToDiscard(1))) return 0;
if (es.length == 1 && att > 0) return 0;
for (var i = 0; i < es.length; i++) {
var val = get.equipValue(es[i], target);
if (val <= 4) {
if (att > 0) {
return 1;
}
} else if (val >= 7) {
if (att < 0) {
return -1;
}
}
}
return 0;
},
},
},
},
hongde: {
audio: 2,
trigger: {
player: ["loseAfter", "gainAfter"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
direct: true,
filter: function (event, player) {
var num = event.getl(player).cards2.length;
if (event.getg) num = Math.max(num, event.getg(player).length);
return num > 1;
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("hongde"), "令一名其他角色摸一张牌", function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
return get.attitude(player, target);
});
"step 1";
if (result.bool) {
player.logSkill("hongde", result.targets);
result.targets[0].draw();
}
},
},
ziyuan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterCard: function (card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= 13;
},
complexCard: true,
selectCard: function () {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num == 13) return ui.selected.cards.length;
return ui.selected.cards.length + 2;
},
discard: false,
lose: false,
delay: false,
filterTarget: function (card, player, target) {
return player != target;
},
check: function (card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num + get.number(card) == 13) return 9 - get.value(card);
if (ui.selected.cards.length == 0) {
var cards = _status.event.player.getCards("h");
for (var i = 0; i < cards.length; i++) {
for (var j = i + 1; j < cards.length; j++) {
if (cards[i].number + cards[j].number == 13) {
if (cards[i] == card || cards[j] == card) return 8.5 - get.value(card);
}
}
}
}
return 0;
},
content: function () {
player.give(cards, target, "give");
target.recover();
},
ai: {
order: function (skill, player) {
if (
game.hasPlayer(function (current) {
return current.hp < current.maxHp && current != player && get.recoverEffect(current, player, player) > 0;
})
) {
return 10;
}
return 1;
},
result: {
player: function (player, target) {
if (get.attitude(player, target) < 0) return -1;
var eff = get.recoverEffect(target, player, player);
if (eff < 0) return 0;
if (eff > 0) {
if (target.hp == 1) return 3;
return 2;
}
if (player.needsToDiscard()) return 1;
return 0;
},
},
threaten: 1.3,
},
},
jugu: {
audio: 2,
mod: {
maxHandcard: function (player, num) {
return num + player.maxHp;
},
},
trigger: { global: "phaseBefore", player: "enterGame" },
forced: true,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
player.draw(player.maxHp);
},
},
tuifeng: {
audio: 2,
trigger: { player: "damageEnd" },
direct: true,
notemp: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
player.chooseCard(get.prompt2("tuifeng"), "he", [1, trigger.num]).set("ai", function (card) {
if (card.name == "du") return 20;
return 7 - get.useful(card);
});
"step 1";
if (result.bool) {
player.logSkill("tuifeng");
player.addToExpansion(result.cards, player, "give").gaintag.add("tuifeng");
}
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
marktext: "锋",
intro: {
content: "expansion",
markcount: "expansion",
},
group: "tuifeng2",
ai: {
threaten: 0.8,
maixie: true,
maixie_hp: true,
},
},
tuifeng2: {
audio: "tuifeng",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.getExpansions("tuifeng").length > 0;
},
content: function () {
var cards = player.getExpansions("tuifeng");
player.draw(2 * cards.length);
player.addTempSkill("tuifeng3");
player.addMark("tuifeng3", cards.length, false);
player.loseToDiscardpile(cards);
},
},
tuifeng3: {
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("tuifeng3");
},
},
onremove: true,
charlotte: true,
},
weidi: {
available(mode) {
return mode == "identity" || mode == "versus" && _status.mode == "four";
},
init(player) {
const list = [];
const zhu = get.zhu(player);
if (zhu && zhu != player && zhu.skills) {
for (var i = 0; i < zhu.skills.length; i++) {
if (lib.skill[zhu.skills[i]] && lib.skill[zhu.skills[i]].zhuSkill) {
list.push(zhu.skills[i]);
}
}
}
player.addAdditionalSkill("weidi", list);
game.broadcastAll(function (list) {
game.expandSkills(list);
for (var i of list) {
var info = lib.skill[i];
if (!info) continue;
if (!info.audioname2) info.audioname2 = {};
info.audioname2.yuanshu = "weidi";
}
}, list);
},
trigger: { global: ["gameStart", "changeSkillsAfter"] },
forced: true,
audio: 2,
filter: function (event, player) {
const mode = get.mode();
if (mode != "identity" && (mode != "versus" || _status.mode != "four")) return false;
const zhu = get.zhu(player);
if (!zhu || zhu == player) return false;
if (event.name == "gameStart") return true;
return (
event.player == zhu &&
(event.addSkill.some(skill => {
return lib.skill[skill] && lib.skill[skill].zhuSkill;
}) ||
event.addSkill.some(skill => {
return lib.skill[skill] && lib.skill[skill].zhuSkill;
}))
);
},
async content(event, trigger, player) {
lib.skill.weidi.init(player);
},
},
zhenlue: {
audio: 2,
trigger: { player: "useCard" },
forced: true,
filter: function (event) {
return get.type(event.card) == "trick";
},
content: function () {
trigger.nowuxie = true;
},
mod: {
targetEnabled: function (card, player, target) {
if (get.type(card) == "delay") {
return false;
}
},
},
},
jianshu: {
audio: 2,
unique: true,
limited: true,
enable: "phaseUse",
animationColor: "thunder",
skillAnimation: "epic",
filter: function (event, player) {
return !player.storage.jianshu && player.countCards("h", { color: "black" }) > 0;
},
init: function (player) {
player.storage.jianshu = false;
},
filterTarget: function (card, player, target) {
if (target == player) return false;
if (ui.selected.targets.length) {
return ui.selected.targets[0] != target && !ui.selected.targets[0].hasSkillTag("noCompareSource") && target.countCards("h") && !target.hasSkillTag("noCompareTarget");
}
return true;
},
filterCard: { color: "black" },
mark: true,
discard: false,
lose: false,
delay: false,
check: function (card) {
if (_status.event.player.hp == 1) return 8 - get.value(card);
return 6 - get.value(card);
},
selectTarget: 2,
multitarget: true,
content: function () {
"step 0";
player.awakenSkill("jianshu");
player.storage.jianshu = true;
player.give(cards, targets[0], "give");
"step 1";
if (targets[0].canCompare(targets[1])) targets[0].chooseToCompare(targets[1]);
else event.finish();
"step 2";
if (result.bool) {
targets[0].chooseToDiscard("he", 2, true);
targets[1].loseHp();
} else if (result.tie) {
targets[0].loseHp();
targets[1].loseHp();
} else {
targets[1].chooseToDiscard("he", 2, true);
targets[0].loseHp();
}
},
intro: {
content: "limited",
},
ai: {
expose: 0.4,
order: 4,
result: {
target: function (player, target) {
if (player.hasUnknown()) return 0;
if (ui.selected.targets.length) return -1;
return -0.5;
},
},
},
},
yongdi: {
audio: 2,
audioname: ["xinping"],
unique: true,
limited: true,
trigger: { player: "phaseZhunbeiBegin" },
animationColor: "thunder",
skillAnimation: "legend",
mark: true,
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("yongdi"), function (card, player, target) {
return (target.hasSex("male") || target.name == "key_yuri") && target != player;
})
.set("ai", function (target) {
if (!_status.event.goon) return 0;
var player = _status.event.player;
var att = get.attitude(player, target);
if (att <= 1) return 0;
var mode = get.mode();
if (mode == "identity" || (mode == "versus" && (_status.mode == "four" || _status.mode == "guandu"))) {
if (target.name && lib.character[target.name]) {
for (var i = 0; i < lib.character[target.name][3].length; i++) {
if (lib.skill[lib.character[target.name][3][i]].zhuSkill) {
return att * 2;
}
}
}
}
return att;
})
.set("goon", !player.hasUnknown());
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("yongdi", target);
player.awakenSkill("yongdi");
target.gainMaxHp();
target.recover();
var skills = target.getStockSkills(true, true).filter(skill => {
if (target.hasSkill(skill)) return false;
var info = get.info(skill);
return info && info.zhuSkill;
});
if (skills.length) {
target.addSkills(skills);
}
}
},
ai: { expose: 0.2 },
},
regushe: {
audio: "gushe",
enable: "phaseUse",
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
selectTarget: [1, 3],
filter: function (event, player) {
return player.countMark("regushe") + player.countMark("regushe2") < 7 && player.countCards("h") > 0;
},
multitarget: true,
multiline: true,
content: function () {
player.addTempSkill("regushe2");
player.chooseToCompare(targets).callback = lib.skill.regushe.callback;
},
intro: {
name: "饶舌",
content: "mark",
},
callback: function () {
"step 0";
if (event.num1 <= event.num2) {
target.chat(lib.skill.gushe.chat[player.countMark("regushe")]);
game.delay();
player.addMark("regushe", 1);
if (player.countMark("regushe") >= 7) {
player.die();
}
} else player.addMark("regushe2", 1, false);
"step 1";
if (event.num1 <= event.num2) {
player.chooseToDiscard("he", "弃置一张牌,或摸一张牌").set("ai", function () {
return -1;
});
} else event.goto(3);
"step 2";
if (!result.bool) {
player.draw();
}
"step 3";
if (event.num1 >= event.num2) {
target
.chooseToDiscard("he", "弃置一张牌,或令" + get.translation(player) + "摸一张牌")
.set("ai", function (card) {
if (_status.event.goon) return 6 - get.value(card);
return 0;
})
.set("goon", get.attitude(target, player) < 0);
} else event.finish();
"step 4";
if (!result.bool) player.draw();
},
ai: {
order: 7,
result: {
target: function (player, target) {
var num = ui.selected.targets.length + 1;
if (num + player.countMark("regushe") <= 6) return -1;
var hs = player.getCards("h");
for (var i = 0; i < hs.length; i++) {
if (get.value(hs[i]) <= 6) {
switch (hs[i].number) {
case 13:
return -1;
case 12:
if (player.countMark("regushe") + num <= 8) return -1;
break;
case 11:
if (player.countMark("regushe") + num <= 7) return -1;
break;
default:
if (hs[i].number > 5 && player.countMark("regushe") + num <= 6) return -1;
}
}
}
return 0;
},
},
},
marktext: "饶",
},
regushe2: {
charlotte: true,
onremove: true,
},
rejici: {
audio: "jici",
trigger: {
player: "compare",
target: "compare",
},
forced: true,
filter: function (event, player) {
// if(player!=event.target&&event.iwhile) return false;
return (player == event.player ? event.num1 : event.num2) <= player.countMark("regushe");
},
content: function () {
if (player == trigger.target || !trigger.iwhile) {
trigger[player == trigger.player ? "num1" : "num2"] += player.countMark("regushe");
game.log(player, "的拼点牌点数+" + player.countMark("regushe"));
}
game.delayx();
// var cards=[trigger.card1];
// if(trigger.cardlist) cards.addArray(trigger.cardlist);
// else cards.push(trigger.card2);
// cards.sort(function(a,b){
// return get.number(b)-get.number(a);
// });
// var num=get.number(cards[0]);
// for(var i=1;i trigger.num2) cards.push(trigger.card1);
if (trigger.num1 < trigger.num2) cards.push(trigger.card2);
cards = cards.filterInD();
if (cards.length) player.gain(cards, "gain2");
},
group: "rejici2",
ai: {
combo: "regushe",
},
},
rejici2: {
audio: "jici",
trigger: { player: "die" },
forced: true,
forceDie: true,
skillAnimation: true,
animationColor: "water",
filter: function (event, player) {
return event.source && event.source.isIn();
},
logTarget: "source",
content: function () {
var num = 7 - player.countMark("regushe");
if (num > 0) trigger.source.chooseToDiscard(num, true, "he");
trigger.source.loseHp();
},
},
gushe: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
selectTarget: [1, 3],
filter: function (event, player) {
return player.countCards("h") > 0;
},
multitarget: true,
multiline: true,
content: function () {
player.chooseToCompare(targets).callback = lib.skill.gushe.callback;
},
intro: {
name: "饶舌",
content: "mark",
},
chat: ["粗鄙之语", "天地不容", "谄谀之臣", "皓首匹夫,苍髯老贼", "二臣贼子", "断脊之犬", "我从未见过有如此厚颜无耻之人!"],
callback: function () {
"step 0";
if (event.num1 <= event.num2) {
target.chat(lib.skill.gushe.chat[player.countMark("gushe")]);
game.delay();
player.addMark("gushe", 1);
if (player.countMark("gushe") >= 7) {
player.die();
}
}
"step 1";
if (event.num1 <= event.num2) {
player.chooseToDiscard("he", "弃置一张牌,或摸一张牌").set("ai", function () {
return -1;
});
} else event.goto(3);
"step 2";
if (!result.bool) {
player.draw();
}
"step 3";
if (event.num1 >= event.num2) {
target
.chooseToDiscard("he", "弃置一张牌,或令" + get.translation(player) + "摸一张牌")
.set("ai", function (card) {
if (_status.event.goon) return 6 - get.value(card);
return 0;
})
.set("goon", get.attitude(target, player) < 0);
} else event.finish();
"step 4";
if (!result.bool) player.draw();
},
ai: {
order: 7,
result: {
target: function (player, target) {
var num = ui.selected.targets.length + 1;
if (num > 3) num = 3;
var hs = player.getCards("h");
for (var i = 0; i < hs.length; i++) {
if (get.value(hs[i]) <= 6) {
switch (hs[i].number) {
case 13:
return -1;
case 12:
if (player.countMark("gushe") + num <= 8) return -1;
break;
case 11:
if (player.countMark("gushe") + num <= 7) return -1;
break;
default:
if (hs[i].number > 5 && player.countMark("gushe") + num <= 6) return -1;
}
}
}
return 0;
},
},
},
},
jici: {
audio: 2,
trigger: { player: "compare" },
filter: function (event, player) {
return event.getParent().name == "gushe" && !event.iwhile && event.num1 <= player.countMark("gushe");
},
content: function () {
if (trigger.num1 < player.countMark("gushe")) {
trigger.num1 += player.countMark("gushe");
} else {
player.getStat().skill.gushe--;
}
},
ai: {
combo: "gushe",
},
},
juesi: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("h", "sha") > 0;
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("he") > 0 && player.inRange(target);
},
filterCard: { name: "sha" },
content: function () {
"step 0";
target.chooseToDiscard("he", true);
"step 1";
if (target.hp >= player.hp && result.bool && result.cards[0].name != "sha") {
player.useCard({ name: "juedou", isCard: true }, target);
}
},
ai: {
order: 2,
result: {
target: function (player, target) {
if (get.effect(target, { name: "juedou" }, player, player) <= 0) {
return 0;
}
if (target.hp < player.hp) {
if (player.countCards("h") > player.hp) return -0.1;
return 0;
}
var hs1 = target.getCards("h", "sha");
var hs2 = player.getCards("h", "sha");
if (hs1.length > hs2.length) {
return 0;
}
var hsx = target.getCards("h");
if (hsx.length > 2 && hs2.length <= 1 && hsx[0].number < 6) {
return 0;
}
if (hsx.length > 3 && hs2.length <= 1) {
return 0;
}
if (hs1.length > hs2.length - 1 && hs1.length > 0 && (hs2.length <= 1 || hs1[0].number > hs2[0].number)) {
return 0;
}
return -1;
},
},
},
},
shefu: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
audio: 2,
init: function (player) {
if (!player.storage.shefu) player.storage.shefu = [];
if (!player.storage.shefu2) player.storage.shefu2 = [];
},
filter: function (event, player) {
return player.countCards("he") > 0;
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
content: "cards",
onunmark: function (storage, player) {
player.storage.shefu = [];
player.storage.shefu2 = [];
},
mark: function (dialog, content, player) {
if (content && content.length) {
dialog.addAuto(content);
if (player.isUnderControl(true)) {
var str = "";
for (var i = 0; i < player.storage.shefu2.length; i++) {
str += get.translation(player.storage.shefu2[i]);
if (i < player.storage.shefu2.length - 1) {
str += "、";
}
}
dialog.add('' + str + "
");
}
}
},
},
content: function () {
"step 0";
var list1 = [],
list2 = [],
list3 = [];
for (var i = 0; i < lib.inpile.length; i++) {
var type = get.type(lib.inpile[i]);
if (type == "basic") {
list1.push(["基本", "", lib.inpile[i]]);
} else if (type == "trick") {
list2.push(["锦囊", "", lib.inpile[i]]);
} else if (type == "delay") {
list3.push(["锦囊", "", lib.inpile[i]]);
}
}
player
.chooseButton([get.prompt("shefu"), [list1.concat(list2).concat(list3), "vcard"]])
.set("filterButton", function (button) {
var player = _status.event.player;
if (player.storage.shefu2 && player.storage.shefu2.includes(button.link[2])) return false;
return true;
})
.set("ai", function (button) {
var rand = _status.event.rand;
switch (button.link[2]) {
case "sha":
return 5 + rand[1];
case "tao":
return 4 + rand[2];
case "lebu":
return 3 + rand[3];
case "shan":
return 4.5 + rand[4];
case "wuzhong":
return 4 + rand[5];
case "shunshou":
return 3 + rand[6];
case "nanman":
return 2 + rand[7];
case "wanjian":
return 2 + rand[8];
default:
return rand[0];
}
})
.set("rand", [Math.random(), Math.random(), Math.random(), Math.random(), Math.random(), Math.random(), Math.random(), Math.random(), Math.random()]);
"step 1";
if (result.bool) {
event.cardname = result.links[0][2];
player.logSkill("shefu");
player.chooseCard("he", "选择一张牌作为“伏兵”", true);
} else {
event.finish();
}
"step 2";
if (result.bool) {
var card = result.cards[0];
event.card = card;
player.addToExpansion(card, player, "give").gaintag.add("shefu");
}
"step 3";
if (player.getExpansions("shefu").includes(event.card)) {
player.storage.shefu.push(card);
player.storage.shefu2.push(event.cardname);
if (player.isOnline2()) {
player.send(function (storage) {
game.me.storage.shefu2 = storage;
}, player.storage.shefu2);
}
player.syncStorage("shefu");
player.markSkill("shefu");
}
},
group: ["shefu2"],
},
shefu2: {
trigger: { global: ["useCard"] },
//priority:15,
audio: "shefu",
filter: function (event, player) {
if (_status.currentPhase == player || event.player == player) return false;
return (
player.storage.shefu2 &&
player.storage.shefu2.includes(event.card.name) &&
event.player.getHistory("lose", function (evt) {
return evt.getParent() == event && evt.hs && evt.hs.length == event.cards.length;
}).length
);
},
direct: true,
content: function () {
"step 0";
var effect = 0;
if (trigger.card.name == "wuxie" || trigger.card.name == "shan") {
if (get.attitude(player, trigger.player) < -1) {
effect = -1;
}
} else if (trigger.targets && trigger.targets.length) {
for (var i = 0; i < trigger.targets.length; i++) {
effect += get.effect(trigger.targets[i], trigger.card, trigger.player, player);
}
}
var str = "设伏:是否令" + get.translation(trigger.player);
if (trigger.targets && trigger.targets.length) {
str += "对" + get.translation(trigger.targets);
}
str += "使用的" + get.translation(trigger.card) + "失效?";
var next = player.chooseBool(str, function () {
var player = _status.event.player;
var trigger = _status.event.getTrigger();
if (_status.event.effect < 0) {
if (trigger.card.name == "sha") {
var target = trigger.targets[0];
if (target == player) {
return !player.countCards("h", "shan");
} else {
return target.hp == 1 || (target.countCards("h") <= 2 && target.hp <= 2);
}
} else {
return true;
}
}
return false;
});
next.set("effect", effect);
"step 1";
if (result.bool) {
player.logSkill("shefu", trigger.player);
var index = player.storage.shefu2.indexOf(trigger.card.name);
if (index != -1) {
var card = player.storage.shefu[index];
player.loseToDiscardpile(card);
player.storage.shefu.splice(index, 1);
player.storage.shefu2.splice(index, 1);
if (player.storage.shefu.length == 0) {
player.unmarkSkill("shefu");
} else {
player.syncStorage("shefu");
player.markSkill("shefu");
if (player.isOnline2()) {
player.send(function (storage) {
game.me.storage.shefu2 = storage;
}, player.storage.shefu2);
}
}
}
trigger.targets.length = 0;
trigger.all_excluded = true;
if (trigger.player == _status.currentPhase) trigger.player.addTempSkill("baiban");
}
},
ai: {
threaten: 1.8,
expose: 0.3,
},
},
benyu: {
audio: 2,
trigger: { player: "damageEnd" },
filter: function (event, player) {
if (!event.source) return false;
var nh1 = player.countCards("h");
var nh2 = event.source.countCards("h");
var eh = player.countCards("e");
if (nh1 + eh > nh2 && event.source.isIn()) return true;
if (nh1 < Math.min(5, nh2)) return true;
},
direct: true,
content: function () {
"step 0";
var num1 = player.countCards("h");
var num2 = trigger.source.countCards("h");
var eh = player.countCards("he", function (card) {
return lib.filter.cardDiscardable(card, player, "benyu");
});
var bool1 = false,
bool2 = false;
if (num1 < Math.min(num2, 5)) bool1 = true;
if (eh > num2 && trigger.source.isIn()) bool2 = true;
if (bool1 && bool2) {
event.chosen = true;
player
.chooseControl("cancel2")
.set("prompt", get.prompt("benyu", trigger.source))
.set("choiceList", ["将手牌摸至" + get.cnNumber(Math.min(num2, 5)) + "张", "弃置至少" + get.cnNumber(num2 + 1) + "张牌并对其造成1点伤害"]);
} else if (bool2) event.goto(3);
"step 1";
if (event.chosen) {
if (result.control == "cancel2") event.finish();
else if (result.index == 1) event.goto(3);
else event._result = { bool: true };
} else player.chooseBool(get.prompt("benyu", trigger.source), "将手牌摸至" + get.cnNumber(Math.min(trigger.source.countCards("h"), 5)) + "张");
"step 2";
if (result.bool) {
player.logSkill("benyu", trigger.source);
player.drawTo(Math.min(trigger.source.countCards("h"), 5));
}
event.finish();
"step 3";
var num = trigger.source.countCards("h") + 1;
var args = [[num, player.countCards("he")], "he"];
if (event.chosen) {
player.logSkill("benyu", trigger.source);
args.push(true);
} else {
args.push(get.prompt("benyu", trigger.source));
args.push("弃置" + get.cnNumber(num) + "张牌并对其造成1点伤害");
}
var next = player.chooseToDiscard.apply(player, args);
if (!event.chosen) next.logSkill = ["benyu", trigger.source];
next.set("ai", function (card) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
if (ui.selected.cards.length >= _status.event.num) {
return -1;
}
if (get.damageEffect(trigger.source, player, player) > 0 && (get.value(card, player) < 0 || _status.event.num <= 2)) {
return 8 - get.value(card);
}
return -1;
});
next.set("num", num);
"step 4";
if (result.bool) trigger.source.damage();
},
},
jili: {
audio: 2,
trigger: {
global: "useCardToTarget",
},
forced: true,
check: function (event, player) {
return get.effect(player, event.card, event.player, player) > 0;
},
filter: function (event, player) {
if (get.color(event.card) != "red") return false;
if (!event.targets) return false;
if (event.player == player) return false;
if (event.targets.includes(player)) return false;
if (get.info(event.card).multitarget) return false;
var type = get.type(event.card);
if (type != "basic" && type != "trick") return false;
if (lib.filter.targetEnabled2(event.card, event.player, player)) {
for (var i = 0; i < event.targets.length; i++) {
if (get.distance(event.targets[i], player) <= 1) return true;
}
}
return false;
},
autodelay: true,
content: function () {
trigger.getParent().targets.add(player);
trigger.player.line(player, "green");
},
},
zhidao: {
audio: 2,
mod: {
aiOrder: function (player, card, num) {
if (num > 0 && !player.hasSkill("zhidao2") && !get.tag(card, "damage") && (!lib.filter.targetEnabled(card, player, player) || get.effect(player, card, player) <= 0)) return num + 10;
},
},
trigger: { source: "damageSource" },
filter: function (event, player) {
if (event._notrigger.includes(event.player)) return false;
return _status.currentPhase == player && event.player.isIn() && event.player.countCards("hej") > 0 && event.player != player && !player.hasSkill("zhidao2");
},
forced: true,
content: function () {
var num = 0;
if (trigger.player.countCards("h")) num++;
if (trigger.player.countCards("e")) num++;
if (trigger.player.countCards("j")) num++;
if (num) {
player.gainPlayerCard(trigger.player, num, "hej", true).set("filterButton", function (button) {
for (var i = 0; i < ui.selected.buttons.length; i++) {
if (get.position(button.link) == get.position(ui.selected.buttons[i].link)) return false;
}
return true;
});
}
player.addTempSkill("zhidao2");
},
},
zhidao2: {
mod: {
playerEnabled: function (card, player, target) {
if (player != target) return false;
},
},
},
luanzhan: {
mod: {
selectTarget: function (card, player, range) {
if (!player.storage.luanzhan) return;
if (range[1] == -1) return;
if (card.name == "sha") range[1] += player.storage.luanzhan;
if (get.color(card) == "black" && get.type(card) == "trick") {
var info = get.info(card);
if (info.multitarget) return false;
range[1] += player.storage.luanzhan;
}
},
},
trigger: { source: "damageSource" },
audio: 2,
forced: true,
mark: true,
intro: {
content: function (storage) {
return "可以额外指定" + storage + "个目标";
},
},
init: function (player) {
player.storage.luanzhan = 0;
},
init2: function (player) {
player.markSkill("luanzhan");
},
content: function () {
if (typeof player.storage.luanzhan == "number") {
player.storage.luanzhan += trigger.num;
} else {
player.storage.luanzhan = trigger.num;
}
if (player.hasSkill("luanzhan")) {
player.markSkill("luanzhan");
}
},
group: "luanzhan_cancel",
subSkill: {
cancel: {
audio: "luanzhan",
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
if (!player.storage.luanzhan) return false;
var check = false;
var card = event.card;
if (card.name == "sha") {
check = true;
} else if (get.color(card) == "black" && get.type(card) == "trick") {
var info = get.info(card);
if (!info.multitarget) {
check = true;
if (info.selectTarget == -1) {
check = false;
} else if (Array.isArray(info.selectTarget) && info.selectTarget[1] == -1) {
check = false;
}
}
}
if (check && event.targets && event.targets.length < player.storage.luanzhan) {
return true;
}
return false;
},
content: function () {
player.storage.luanzhan = 0;
player.markSkill("luanzhan");
},
},
},
},
xinzhengnan: {
audio: "zhengnan",
trigger: { global: "dying" },
frequent: true,
filter: function (event, player) {
return !player.storage.xinzhengnan || !player.storage.xinzhengnan.includes(event.player);
},
content: function () {
"step 0";
if (!player.storage.xinzhengnan) player.storage.xinzhengnan = [];
player.storage.xinzhengnan.add(trigger.player);
player.storage.xinzhengnan.sortBySeat();
player.markSkill("xinzhengnan");
player.recover();
var list = [];
if (!player.hasSkill("new_rewusheng")) {
list.push("new_rewusheng");
}
if (!player.hasSkill("xindangxian")) {
list.push("xindangxian");
}
if (!player.hasSkill("rezhiman")) {
list.push("rezhiman");
}
if (list.length) {
player.draw();
event.list = list;
} else {
player.draw(3);
event.finish();
}
"step 1";
if (event.list.length == 1) event._result = { control: event.list[0] };
else
player
.chooseControl(event.list)
.set("prompt", "征南:选择获得下列技能中的一个")
.set("ai", function () {
if (event.list.includes("xindangxian")) return "xindangxian";
return 0;
});
"step 2";
if (result.control == "xindangxian") player.storage.xinfuli = true;
player.addSkills(result.control);
},
ai: { threaten: 2.5 },
intro: {
content: "已因$发动过技能",
},
derivation: ["new_rewusheng", "xindangxian", "rezhiman"],
},
zhengnan: {
derivation: ["new_rewusheng", "dangxian", "rezhiman"],
audio: 2,
trigger: { global: "dieAfter" },
frequent: true,
content: function () {
"step 0";
player.draw(3);
"step 1";
var list = lib.skill.zhengnan.derivation.filter(skill => !player.hasSkill(skill));
if (list.length == 1) event._result = { control: list[0] };
else if (list.length > 0) {
player
.chooseControl(list)
.set("prompt", "选择获得一项技能")
.set("ai", function () {
if (_status.event.controls.includes("dangxian")) return "dangxian";
return _status.event.controls[0];
});
} else event.finish();
"step 2";
if (result.control) {
player.addSkills(result.control);
}
},
ai: { threaten: 2 },
},
wusheng_guansuo: { audio: 1 },
dangxian_guansuo: { audio: 1 },
zhiman_guansuo: { audio: 1 },
xiefang: {
mod: {
globalFrom: function (from, to, distance) {
return (
distance -
game.countPlayer(function (current) {
return current.hasSex("female");
})
);
},
},
},
qizhi: {
audio: 2,
trigger: {
player: "useCardToPlayered",
},
direct: true,
filter: function (event, player) {
if (!event.targets) return false;
if (!event.isFirstTarget) return false;
if (_status.currentPhase != player) return false;
var type = get.type(event.card, "trick");
if (type != "basic" && type != "trick") return false;
if (event.noai) return false;
return game.hasPlayer(function (target) {
return !event.targets.includes(target) && target.countCards("he") > 0;
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("qizhi"), "弃置一名角色的一张牌,然后其摸一张牌", function (card, player, target) {
return !_status.event.targets.includes(target) && target.countCards("he") > 0;
})
.set("ai", function (target) {
var player = _status.event.player;
if (target == player) return 2;
if (get.attitude(player, target) <= 0) {
return 1;
}
return 0.5;
})
.set("targets", trigger.targets);
"step 1";
if (result.bool) {
player.getHistory("custom").push({ qizhi: true });
player.logSkill("qizhi", result.targets);
player.discardPlayerCard(result.targets[0], true, "he");
event.target = result.targets[0];
} else {
event.finish();
}
"step 2";
event.target.draw();
},
},
jinqu: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
check: function (event, player) {
return (
player.getHistory("custom", function (evt) {
return evt.qizhi == true;
}).length >= player.countCards("h")
);
},
prompt: function (event, player) {
var num = player.getHistory("custom", function (evt) {
return evt.qizhi == true;
}).length;
return "进趋:是否摸两张牌并将手牌弃置至" + get.cnNumber(num) + "张?";
},
content: function () {
"step 0";
player.draw(2);
"step 1";
var dh =
player.countCards("h") -
player.getHistory("custom", function (evt) {
return evt.qizhi == true;
}).length;
if (dh > 0) {
player.chooseToDiscard(dh, true);
}
},
ai: { combo: "qizhi" },
},
jiaozi: {
audio: 2,
trigger: { player: "damageBegin3", source: "damageBegin1" },
forced: true,
filter: function (event, player) {
return player.isMaxHandcard(true);
},
content: function () {
trigger.num++;
},
ai: { presha: true },
},
jiqiao: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("he", { type: "equip" }) > 0;
},
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("jiqiao"), [1, player.countCards("he", { type: "equip" })], "he", function (card) {
return get.type(card) == "equip";
})
.set("ai", function (card) {
if (card.name == "bagua") return 10;
return 7 - get.value(card);
}).logSkill = "jiqiao";
"step 1";
if (result.bool) {
event.cards = get.cards(2 * result.cards.length);
player.showCards(event.cards);
} else {
event.finish();
}
"step 2";
var gained = [];
var tothrow = [];
for (var i = 0; i < event.cards.length; i++) {
if (get.type(event.cards[i]) != "equip") {
gained.push(event.cards[i]);
} else {
tothrow.push(event.cards[i]);
}
}
player.gain(gained, "gain2");
game.cardsDiscard(tothrow);
},
ai: {
threaten: 1.5,
},
},
linglong: {
audio: 2,
group: "linglong_bagua",
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha" && player.hasEmptySlot(1)) return num + 1;
},
maxHandcard: function (player, num) {
if (!player.hasEmptySlot(3) || !player.hasEmptySlot(4)) return;
return num + 1;
},
targetInRange: function (card, player, target, now) {
if (!player.hasEmptySlot(5)) return;
var type = get.type(card);
if (type == "trick" || type == "delay") return true;
},
canBeDiscarded: function (card, source, player) {
if (!player.hasEmptySlot(5)) return;
if (get.position(card) == "e" && get.subtypes(card).some(slot => slot == "equip2" || slot == "equip5")) return false;
},
/*cardDiscardable:function (card,player){
if(player.getEquip(5)) return;
if(get.position(card)=='e') return false;
},*/
},
},
linglong_bagua: {
audio: "linglong",
audioname2: { re_jsp_huangyueying: "relinglong" },
inherit: "bagua_skill",
filter: function (event, player) {
if (!lib.skill.bagua_skill.filter(event, player)) return false;
if (!player.hasEmptySlot(2)) return false;
return true;
},
ai: {
respondShan: true,
freeShan: true,
skillTagFilter(player, tag, arg) {
if (tag !== "respondShan" && tag !== "freeShan") return;
if (!player.hasEmptySlot(2) || player.hasSkillTag("unequip2")) return false;
if (!arg || !arg.player) return true;
if (
arg.player.hasSkillTag("unequip", false, {
target: player,
})
)
return false;
return true;
},
effect: {
target: function (card, player, target) {
if (player == target && get.subtype(card) == "equip2") {
if (get.equipValue(card) <= 7.5) return 0;
}
if (target.getEquip(2)) return;
return lib.skill.bagua_skill.ai.effect.target.apply(this, arguments);
},
},
},
},
zhenwei: {
audio: 2,
audioname: ["re_wenpin"],
trigger: {
global: "useCardToTarget",
},
direct: true,
filter: function (event, player) {
if (player == event.target || player == event.player) return false;
if (!player.countCards("he")) return false;
if (event.targets.length > 1) return false;
if (!event.target) return false;
if (event.target.hp >= player.hp) return false;
var card = event.card;
if (card.name == "sha") return true;
if (get.color(card) == "black" && get.type(card, "trick") == "trick") return true;
return false;
},
content: function () {
"step 0";
var save = false;
if (get.attitude(player, trigger.target) > 2) {
if (trigger.card.name == "sha") {
if (player.countCards("h", "shan") || player.getEquip(2) || trigger.target.hp == 1 || player.hp > trigger.target.hp + 1) {
if (!trigger.target.countCards("h", "shan") || trigger.target.countCards("h") < player.countCards("h")) {
save = true;
}
}
} else if (trigger.card.name == "juedou" && trigger.target.hp == 1) {
save = true;
} else if (trigger.card.name == "shunshou" && get.attitude(player, trigger.player) < 0 && get.attitude(trigger.player, trigger.target) < 0) {
save = true;
}
}
var next = player.chooseToDiscard("he", get.prompt(event.name, trigger.target), "弃置一张牌,将" + get.translation(trigger.card) + "转移给自己,或令此牌对其无效");
next.logSkill = [event.name, trigger.target];
next.set("ai", function (card) {
if (_status.event.aisave) {
return 7 - get.value(card);
}
return 0;
});
next.set("aisave", save);
"step 1";
if (result.bool) {
player
.chooseControl("转移", "失效", function () {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
if (trigger.card.name == "sha") {
if (player.countCards("h", "shan")) return "转移";
} else if (trigger.card.name == "juedou") {
if (player.countCards("h", "sha")) return "转移";
}
return "失效";
})
.set("prompt", "将" + get.translation(trigger.card) + "转移给你,或令其失效");
} else {
event.finish();
}
"step 2";
if (result.control == "转移") {
player.draw();
trigger.getParent().targets.remove(trigger.target);
trigger.getParent().triggeredTargets2.remove(trigger.target);
trigger.getParent().targets.push(player);
trigger.untrigger();
trigger.player.line(player);
game.delayx();
} else {
var cards = trigger.cards.filterInD();
if (cards.length > 0) {
trigger.player.addSkill("zhenwei2");
trigger.player.addToExpansion(cards, "gain2").gaintag.add("zhenwei2");
}
trigger.targets.length = 0;
trigger.getParent().triggeredTargets2.length = 0;
}
},
ai: {
threaten: 1.1,
},
},
zhenwei2: {
audio: false,
intro: {
content: "expansion",
markcount: "expansion",
},
trigger: { global: "phaseEnd" },
forced: true,
charlotte: true,
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
content: function () {
"step 0";
var cards = player.getExpansions("zhenwei2");
if (cards.length) player.gain(cards, "gain2");
"step 1";
player.removeSkill("zhenwei2");
},
},
xunzhi: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
locked: false,
init: function (player) {
player.storage.xunzhi = 0;
},
filter: function (event, player) {
var previous = player.getPrevious();
var next = player.getNext();
if (previous && next) {
return player.hp != previous.hp && player.hp != next.hp;
}
return false;
},
check: function (event, player) {
return player.hp >= 3 && player.countCards("h") > player.hp + 1 + player.storage.xunzhi;
},
content: function () {
player.loseHp();
player.storage.xunzhi += 2;
},
mark: true,
intro: {
content: function (storage, player) {
return "手牌上限+" + player.storage.xunzhi;
},
},
mod: {
maxHandcard: function (player, num) {
if (typeof player.storage.xunzhi == "number") {
return num + player.storage.xunzhi;
}
},
},
},
yawang: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
check: function (event, player) {
var num = game.countPlayer(function (target) {
return target.hp == player.hp;
});
if (!player.hasSkill("xunzhi2")) {
var nh = player.countCards("h");
if (nh > 5) return false;
if (num == 3 && nh > 3) return false;
}
return num >= 3;
},
content: function () {
trigger.changeToZero();
var num = game.countPlayer(function (target) {
return target.hp == player.hp;
});
if (num) {
player.draw(num);
}
player.storage.yawang = num;
player.addTempSkill("yawang2");
},
ai: {
halfneg: true,
},
},
yawang2: {
mod: {
cardEnabled: function (card, player) {
if (_status.currentPhase != player) return;
if (player.countUsed() >= player.storage.yawang) return false;
},
cardSavable: function (card, player) {
if (_status.currentPhase != player) return;
if (player.countUsed() >= player.storage.yawang) return false;
},
},
},
luoyan_tianxiang: {
inherit: "tianxiang",
filter: function (event, player) {
if (!player.storage.xingwu || !player.storage.xingwu.length) return false;
if (player.hasSkill("tianxiang")) return false;
return lib.skill.tianxiang.filter(event, player);
},
},
luoyan_liuli: {
inherit: "liuli",
filter: function (event, player) {
if (!player.storage.xingwu || !player.storage.xingwu.length) return false;
if (player.hasSkill("liuli")) return false;
return lib.skill.liuli.filter(event, player);
},
},
luoyan: {
group: ["luoyan_tianxiang", "luoyan_liuli"],
ai: {
combo: "xingwu",
},
},
xingwu: {
audio: 2,
group: ["xingwu_color", "xingwu_color2"],
subSkill: {
color: {
trigger: { player: "phaseZhunbeiBegin" },
silent: true,
content: function () {
player.storage.xingwu_color = ["black", "red"];
},
},
color2: {
trigger: { player: "useCard" },
silent: true,
filter: function (event, player) {
return Array.isArray(player.storage.xingwu_color) && _status.currentPhase == player;
},
content: function () {
player.storage.xingwu_color.remove(get.color(trigger.card));
},
},
},
trigger: { player: "phaseDiscardBegin" },
direct: true,
filter: function (event, player) {
if (!player.storage.xingwu_color) return false;
var length = player.storage.xingwu_color.length;
if (length == 0) return false;
var hs = player.getCards("h");
if (hs.length == 0) return false;
if (length == 2) return true;
var color = player.storage.xingwu_color[0];
for (var i = 0; i < hs.length; i++) {
if (get.color(hs[i]) == color) return true;
}
return false;
},
intro: {
content: "cards",
},
init: function (player) {
player.storage.xingwu = [];
},
content: function () {
"step 0";
player
.chooseCard(get.prompt("xingwu"), function (card) {
return _status.event.player.storage.xingwu_color.includes(get.color(card));
})
.set("ai", function (card) {
var player = _status.event.player;
if (player.storage.xingwu.length == 2) {
if (
!game.hasPlayer(function (current) {
return current != player && current.hasSex("male") && get.damageEffect(current, player, player) > 0 && get.attitude(player, current) < 0;
})
)
return 0;
}
return 7 - get.value(card);
});
"step 1";
if (result.bool) {
player.logSkill("xingwu");
if (player.storage.xingwu.length < 2) {
player.$give(result.cards, player);
}
player.lose(result.cards, ui.special);
player.storage.xingwu = player.storage.xingwu.concat(result.cards);
player.markSkill("xingwu");
player.syncStorage("xingwu");
} else {
event.finish();
}
"step 2";
if (player.storage.xingwu.length == 3) {
player.$throw(player.storage.xingwu);
while (player.storage.xingwu.length) {
player.storage.xingwu.shift().discard();
}
player.unmarkSkill("xingwu");
player
.chooseTarget(function (card, player, target) {
return target != player && target.hasSex("male");
}, "对一名男性角色造成2点伤害并弃置其装备区内的牌")
.set("ai", function (target) {
var player = _status.event.player;
if (get.attitude(player, target) > 0) return -1;
return get.damageEffect(target, player, player) + target.countCards("e") / 2;
});
} else {
event.finish();
}
"step 3";
if (result.bool) {
var target = result.targets[0];
target.damage(2);
event.target = target;
player.line(target, "green");
} else {
event.finish();
}
"step 4";
if (event.target && event.target.isIn()) {
var es = event.target.getCards("e");
if (es.length) {
event.target.discard(es);
}
}
},
ai: {
threaten: 1.5,
},
},
yinbing: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
audio: 2,
preHidden: true,
filter: function (event, player) {
return player.countCards("he", { type: "basic" }) < player.countCards("he");
},
marktext: "兵",
content: function () {
"step 0";
player
.chooseCard([1, player.countCards("he") - player.countCards("he", { type: "basic" })], "he", get.prompt("yinbing"), function (card) {
return get.type(card) != "basic";
})
.set("ai", function (card) {
return 6 - get.value(card);
})
.setHiddenSkill("yinbing");
"step 1";
if (result.bool) {
player.logSkill("yinbing");
player.addToExpansion(result.cards, player, "give").gaintag.add("yinbing");
}
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
content: "expansion",
markcount: "expansion",
},
ai: {
effect: {
target: function (card, player, target, current) {
if (card.name == "sha" || card.name == "juedou") {
if (current < 0) return 1.2;
}
},
},
threaten: function (player, target) {
if (target.getExpansions("yinbing").length) return 2;
return 1;
},
combo: "juedi",
},
subSkill: {
discard: {
trigger: { player: "damageEnd" },
forced: true,
filter: function (event, player) {
return event.card && player.getExpansions("yinbing").length > 0 && (event.card.name == "sha" || event.card.name == "juedou");
},
content: function () {
"step 0";
player.chooseCardButton("移去一张引兵牌", true, player.getExpansions("yinbing"));
"step 1";
if (result.bool) player.loseToDiscardpile(result.links);
},
},
},
group: "yinbing_discard",
},
juedi: {
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return player.getExpansions("yinbing").length > 0;
},
forced: true,
audio: 2,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("juedi"), true, function (card, player, target) {
return player.hp >= target.hp;
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (att < 2) return att - 10;
var num = att / 10;
if (target == player) {
num += player.maxHp - player.countCards("h") + 0.5;
} else {
num += _status.event.n2 * 2;
if (target.isDamaged()) {
if (target.hp == 1) {
num += 3;
} else if (target.hp == 2) {
num += 2;
} else {
num += 0.5;
}
}
}
if (target.hasJudge("lebu")) {
num /= 2;
}
return num;
})
.set("n2", player.getExpansions("yinbing").length);
"step 1";
if (result.bool) {
player.line(result.targets[0], "green");
var cards = player.getExpansions("yinbing");
if (result.targets[0] == player) {
player.loseToDiscardpile(cards);
var num = player.maxHp - player.countCards("h");
if (num > 0) player.draw(num);
} else {
var target = result.targets[0];
target.recover();
player.give(cards, target, "give");
target.draw(cards.length);
}
}
},
ai: {
combo: "yinbing",
},
},
meibu: {
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
return event.player != player && get.distance(event.player, player, "attack") > 1;
},
logTarget: "player",
check: function (event, player) {
if (get.attitude(player, event.player) >= 0) return false;
var e2 = player.getEquip(2);
if (e2) {
if (e2.name == "tengjia" || e2.name == "rewrite_tengjia") return true;
if (e2.name == "bagua" || e2.name == "rewrite_bagua") return true;
}
return player.countCards("h", "shan") > 0;
},
content: function () {
var target = trigger.player;
target.addTempSkill("meibu_viewas");
target.addTempSkill("meibu_range");
target.storage.meibu = player;
target.markSkillCharacter("meibu", player, "魅步", "锦囊牌均视为杀且" + get.translation(player) + "视为在攻击范围内");
},
ai: {
expose: 0.2,
},
subSkill: {
range: {
mod: {
targetInRange: function (card, player, target) {
if (card.name == "sha" && target == player.storage.meibu) {
return true;
}
},
},
onremove: function (player) {
game.broadcast(function (player) {
if (player.marks.meibu) {
player.marks.meibu.delete();
delete player.marks.meibu;
}
}, player);
if (player.marks.meibu) {
player.marks.meibu.delete();
delete player.marks.meibu;
game.addVideo("unmark", player, "meibu");
}
},
trigger: { player: "useCard" },
forced: true,
popup: false,
filter: function (event, player) {
return event.skill == "meibu_viewas";
},
content: function () {
player.removeSkill("meibu_viewas");
game.broadcastAll(function (player) {
if (player.marks.meibu && player.marks.meibu.info) {
player.marks.meibu.info.content = player.marks.meibu.info.content.slice(8);
}
}, player);
},
},
viewas: {
mod: {
cardEnabled: function (card, player) {
if (card.name != "sha" && get.type(card, "trick") == "trick") return false;
},
cardUsable: function (card, player) {
if (card.name != "sha" && get.type(card, "trick") == "trick") return false;
},
cardRespondable: function (card, player) {
if (card.name != "sha" && get.type(card, "trick") == "trick") return false;
},
cardSavable: function (card, player) {
if (card.name != "sha" && get.type(card, "trick") == "trick") return false;
},
},
enable: ["chooseToUse", "chooseToRespond"],
filterCard: function (card) {
return get.type(card, "trick") == "trick";
},
viewAs: { name: "sha" },
check: function () {
return 1;
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "respondSha") && current < 0) return 0.8;
},
},
respondSha: true,
order: 4,
useful: -1,
value: -1,
},
},
},
},
mumu: {
enable: "phaseUse",
usable: 1,
filterCard: function (card, player, target) {
return card.name == "sha" || (get.type(card, "trick") == "trick" && get.color(card) == "black");
},
check: function (card) {
return 7 - get.value(card);
},
filterTarget: function (card, player, target) {
if (target == player) return false;
return target.getEquips(1).length > 0 || target.getEquips(2).length > 0;
},
content: function () {
"step 0";
var e1 = target.getEquips(1);
var e2 = target.getEquips(2);
event.e1 = e1;
event.e2 = e2;
if (e1.length && e2.length) {
player.chooseControl("武器牌", "防具牌").set("ai", function () {
if (_status.event.player.getEquip(2)) {
return "武器牌";
}
return "防具牌";
});
} else if (e1.length) {
event.choice = "武器牌";
} else {
event.choice = "防具牌";
}
"step 1";
var choice = event.choice || result.control;
if (choice == "武器牌") {
if (event.e1) {
target.discard(event.e1);
}
player.draw();
} else {
if (event.e2) {
player.equip(event.e2);
target.$give(event.e2, player);
}
}
},
ai: {
order: 8,
result: {
target: function (player, target) {
if (target.getEquip(2) && !player.getEquip(2)) {
return -2;
}
return -1;
},
},
},
},
fentian: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
if (player.countCards("h") >= player.hp) return false;
return game.hasPlayer(function (current) {
return player != current && player.inRange(current) && current.countCards("he");
});
},
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
content: function () {
"step 0";
player
.chooseTarget("焚天:选择一名攻击范围内的角色,将其一张牌置于你的武将牌上", true, function (card, player, target) {
return player != target && player.inRange(target) && target.countCards("he") > 0;
})
.set("ai", function (target) {
return -get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
player.logSkill("fentian", result.targets);
event.target = result.targets[0];
player.choosePlayerCard(result.targets[0], "he", true);
} else {
event.finish();
}
"step 2";
if (result.bool) {
player.addToExpansion(result.links, target, "give").gaintag.add("fentian");
}
},
mod: {
attackRange: function (from, distance) {
return distance + from.getExpansions("fentian").length;
},
},
},
zhiri: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
unique: true,
juexingji: true,
audio: 2,
skillAnimation: true,
animationColor: "fire",
derivation: "xintan",
filter: function (event, player) {
return player.getExpansions("fentian").length >= 3;
},
content: function () {
player.awakenSkill("zhiri");
player.loseMaxHp();
player.storage.zhiri = true;
player.addSkills("xintan");
},
ai: {
combo: "fentian",
},
},
xintan: {
enable: "phaseUse",
usable: 1,
audio: 2,
unique: true,
filter: function (event, player) {
return player.getExpansions("fentian").length >= 2;
},
filterTarget: true,
prompt: "移去两张“焚”并令一名角色失去1点体力",
content: function () {
"step 0";
player.chooseCardButton(2, "移去两张“焚”并令" + get.translation(target) + "失去1点体力", player.getExpansions("fentian"), true);
"step 1";
if (result.bool) {
player.loseToDiscardpile(result.links);
target.loseHp();
}
},
ai: {
order: 8,
result: {
target: -1,
},
combo: "fentian",
},
},
danji: {
skillAnimation: true,
animationColor: "water",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
unique: true,
juexingji: true,
derivation: ["mashu", "nuzhan"],
filter: function (event, player) {
var zhu = get.zhu(player);
if (zhu && zhu.isZhu) {
var name = zhu.name;
while (name.indexOf("_") != -1) {
name = name.slice(name.indexOf("_") + 1);
}
if (name.indexOf("liubei") == 0) return false;
}
return !player.storage.danji && player.countCards("h") > player.hp;
},
content: function () {
player.awakenSkill("danji");
player.loseMaxHp();
player.addSkills(["mashu", "nuzhan"]);
},
ai: {
maixie: true,
skillTagFilter: (player, tag, arg) => {
if (tag === "maixie") {
if (player.hp < 2 || player.storage.danji || player.hasSkill("nuzhan") || player.countCards("h") !== player.hp) return false;
let zhu = get.zhu(player);
if (zhu && zhu.isZhu) {
let name = zhu.name;
while (name.indexOf("_") !== -1) {
name = name.slice(name.indexOf("_") + 1);
}
if (name.indexOf("liubei") == 0) return false;
}
return true;
}
},
effect: {
target: (card, player, target) => {
let hs = target.countCards("h");
if (target.hp < 3 || target.storage.danji || target.hasSkill("nuzhan") || hs > target.hp + 1) return;
let zhu = get.zhu(target);
if (zhu && zhu.isZhu) {
let name = zhu.name;
while (name.indexOf("_") !== -1) {
name = name.slice(name.indexOf("_") + 1);
}
if (name.indexOf("liubei") == 0) return;
}
if (get.tag(card, "draw")) return 1.6;
if (get.tag(card, "lose") || get.tag(card, "discard")) return [1, -0.8];
if (hs === target.hp && get.tag(card, "damage")) return [1, target.hp / 3];
if (hs > target.hp && target.hp > 3 && (card.name === "shan" || card.name === "wuxie")) return "zeroplayertarget";
},
},
},
},
nuzhan: {
audio: 2,
popup: false,
silent: true,
firstDo: true,
trigger: { player: "useCard1" },
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.addCount !== false && event.cards && event.cards.length == 1 && get.type(event.cards[0], "trick") == "trick";
},
forced: true,
content: function () {
trigger.addCount = false;
if (player.stat[player.stat.length - 1].card.sha > 0) {
player.stat[player.stat.length - 1].card.sha--;
}
},
group: "nuzhan2",
},
nuzhan2: {
audio: "nuzhan",
trigger: { player: "useCard1" },
forced: true,
popup: false,
silent: true,
firstDo: true,
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.cards && event.cards.length == 1 && get.type(event.cards[0]) == "equip";
},
content: function () {
trigger.baseDamage++;
},
},
jieyuan: {
group: ["jieyuan_more", "jieyuan_less"],
subSkill: {
more: {
audio: true,
trigger: { source: "damageBegin1" },
direct: true,
filter: function (event, player) {
if (
!player.countCards(player.hasSkill("fenxin_nei") ? "he" : "h", function (card) {
if (player.hasSkill("fenxin_nei") || (_status.connectMode && get.position(card) == "h")) return true;
return get.color(card) == "black";
})
)
return false;
return (event.player.hp >= player.hp || player.hasSkill("fenxin_fan")) && player != event.player;
},
content: function () {
"step 0";
var goon = get.attitude(player, trigger.player) < 0;
var next = player.chooseToDiscard(get.prompt("jieyuan", trigger.player), player.hasSkill("fenxin_nei") ? "he" : "h");
if (!player.hasSkill("fenxin_nei")) {
next.set("filterCard", function (card) {
return get.color(card) == "black";
});
next.set("prompt2", "弃置一张黑色手牌令伤害+1");
} else {
next.set("prompt2", "弃置一张手牌令伤害+1");
}
next.set("ai", function (card) {
if (_status.event.goon) {
return 8 - get.value(card);
}
return 0;
});
next.set("goon", goon);
next.logSkill = ["jieyuan_more", trigger.player];
"step 1";
if (result.bool) {
trigger.num++;
}
},
},
less: {
audio: true,
trigger: { player: "damageBegin2" },
filter: function (event, player) {
if (
!player.countCards(player.hasSkill("fenxin_nei") ? "he" : "h", function (card) {
if (player.hasSkill("fenxin_nei") || (_status.connectMode && get.position(card) == "h")) return true;
return get.color(card) == "red";
})
)
return false;
return event.source && (event.source.hp >= player.hp || player.hasSkill("fenxin_zhong")) && player != event.source;
},
direct: true,
content: function () {
"step 0";
var next = player.chooseToDiscard(get.prompt("jieyuan"), player.hasSkill("fenxin_nei") ? "he" : "h");
if (!player.hasSkill("fenxin_nei")) {
next.set("filterCard", function (card) {
return get.color(card) == "red";
});
next.set("prompt2", "弃置一张红色手牌令伤害-1");
} else {
next.set("prompt2", "弃置一张手牌令伤害-1");
}
next.set("ai", function (card) {
var player = _status.event.player;
if (player.hp == 1 || _status.event.getTrigger().num > 1) {
return 9 - get.value(card);
}
if (player.hp == 2) {
return 8 - get.value(card);
}
return 7 - get.value(card);
});
next.logSkill = "jieyuan_less";
"step 1";
if (result.bool) {
trigger.num--;
}
},
},
},
ai: {
expose: 0.2,
threaten: 1.5,
},
},
fenxin: {
mode: ["identity", "versus"],
available: function (mode) {
if (mode == "identity" && _status.mode == "purple") return false;
if (mode == "versus" && _status.mode != "two") return false;
},
trigger: { global: ["dieAfter", "damageEnd"] },
filter: function (event, player) {
var list = ["fan", "zhong", "nei"];
if (get.mode() == "identity") return event.name == "die" && list.includes(event.player.identity) && !player.hasSkill("fenxin_" + event.player.identity);
return event.name == "damage" && event.player != player && list.some(identity => !player.hasSkill("fenxin_" + identity)) && event.player.getHistory("damage").indexOf(event) == 0;
},
forced: true,
logTarget: "player",
content: function () {
"step 0";
if (get.mode() == "identity") {
event._result = {
bool: true,
links: ["fenxin_" + trigger.player.identity],
};
} else {
player
.chooseButton(
[
"焚心:请选择〖竭缘〗的升级方式",
[
[
["fenxin_fan", "发动〖竭缘〗增加伤害无体力值限制"],
["fenxin_zhong", "发动〖竭缘〗减少伤害无体力值限制"],
["fenxin_nei", "将〖竭缘〗中的黑色手牌和红色手牌改为一张牌"],
].filter(list => !player.hasSkill(list[0])),
"textbutton",
],
],
true
)
.set("ai", function (button) {
return ["fenxin_fan", "fenxin_zhong", "fenxin_nei"].indexOf(button.link) + 1;
});
}
"step 1";
if (result.bool) {
var identity = result.links[0];
player.addSkill(identity);
player.markSkill("fenxin");
}
},
intro: {
mark: function (dialog, content, player) {
if (player.hasSkill("fenxin_zhong")) {
dialog.addText("你发动“竭缘”减少伤害无体力值限制");
}
if (player.hasSkill("fenxin_fan")) {
dialog.addText("你发动“竭缘”增加伤害无体力值限制");
}
if (player.hasSkill("fenxin_nei")) {
dialog.addText("将“竭缘”中的黑色手牌和红色手牌改为一张牌");
}
},
},
subSkill: {
fan: { charlotte: true },
zhong: { charlotte: true },
nei: { charlotte: true },
},
ai: { combo: "jieyuan" },
},
xisheng: {
enable: "chooseToUse",
usable: 1,
viewAs: { name: "tao" },
viewAsFilter: function (player) {
return player != _status.currentPhase && player.countCards("hes") > 1;
},
selectCard: 2,
filterCard: true,
position: "hes",
},
shulv: {
inherit: "zhiheng",
prompt: "弃置一张牌并摸一张牌",
selectCard: 1,
filter: function (event, player) {
return player.countCards("hs") > player.hp;
},
},
xiandeng: {
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1;
},
targetInRange: function (card, player) {
if (card.name == "sha" && player.countUsed("sha", true) == 0) return true;
},
},
},
qingyi: {
audio: 2,
trigger: { player: "phaseJudgeBefore" },
direct: true,
content: function () {
"step 0";
var check = player.countCards("h") > 2;
player
.chooseTarget(get.prompt("qingyi"), "跳过判定阶段和摸牌阶段,视为对一名其他角色使用一张【杀】", function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
})
.set("check", check)
.set("ai", function (target) {
if (!_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
});
"step 1";
if (result.bool) {
player.logSkill("qingyi", result.targets);
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
trigger.cancel();
player.skip("phaseDraw");
}
},
},
qingyi1: {
audio: true,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player.addSkill("qingyi3");
var check = player.countCards("h") > 2;
player.chooseTarget(get.prompt2("qingyi"), function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target);
}).ai = function (target) {
if (!check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
};
"step 1";
if (result.bool) {
player.logSkill("qingyi1", result.targets);
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
player.skip("phaseJudge");
player.skip("phaseDraw");
}
player.removeSkill("qingyi3");
},
},
qingyi2: {
audio: true,
trigger: { player: "phaseUseBefore" },
direct: true,
filter: function (event, player) {
return player.countCards("he", { type: "equip" }) > 0;
},
content: function () {
"step 0";
player.addSkill("qingyi3");
var check = player.countCards("h") <= player.hp;
player.chooseCardTarget({
prompt: get.prompt2("qingyi"),
filterCard: function (card, player) {
return get.type(card) == "equip" && lib.filter.cardDiscardable(card, player);
},
position: "he",
filterTarget: function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target);
},
ai1: function (card) {
if (!_status.event.check) return 0;
return 6 - get.value(card);
},
ai2: function (target) {
if (!_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
},
check: check,
});
"step 1";
if (result.bool) {
player.logSkill("qingyi2", result.targets);
player.discard(result.cards[0]);
player.useCard({ name: "sha", isCard: true }, result.targets[0]);
trigger.cancel();
}
player.removeSkill("qingyi3");
},
},
qingyi3: {
mod: {
targetInRange: function (card, player, target, now) {
return true;
},
},
},
qirang: {
audio: 2,
trigger: { player: "equipEnd" },
frequent: true,
content: function () {
var card = get.cardPile(function (card) {
return get.type(card, "trick") == "trick";
});
if (card) {
var next = player.gain(card, "gain2");
if (get.type(card) == "trick") next.gaintag.add("qirang");
else {
player.addMark("qirang_mark", 1, false);
player.addTempSkill("qirang_mark", { player: "phaseBegin" });
}
}
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
},
},
threaten: 1.3,
},
group: "qirang_use",
subSkill: {
mark: {
charlotte: true,
onremove: function (player) {
var evt = _status.event;
if (evt.name != "phase") evt = evt.getParent("phase");
if (evt && evt.player == player) {
if (!evt.qirang_num) evt.qirang_num = 0;
evt.qirang_num += player.storage.qirang_mark;
}
delete player.storage.qirang_mark;
},
intro: {
content: "下回合发动〖羽化〗时卜算量+#",
},
},
use: {
audio: "qirang",
trigger: { player: "useCard2" },
direct: true,
filter: function (event, player) {
if (get.type(event.card) != "trick") return false;
if (!event.targets || event.targets.length != 1) return false;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (
!player.hasHistory("lose", function (evt) {
if (evt.getParent() != event) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("qirang")) return true;
}
return false;
})
)
return false;
if (!info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current);
})
) {
return true;
}
}
return false;
},
content: function () {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
player
.chooseTarget(get.prompt("qirang"), function (card, player, target) {
var player = _status.event.player;
if (_status.event.targets.includes(target)) return false;
return lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player) * (_status.event.targets.includes(target) ? -1 : 1);
})
.set("targets", trigger.targets)
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (event.targets) {
player.logSkill("qirang_use", event.targets);
trigger.targets.addArray(event.targets);
}
},
},
},
},
yuhua: {
trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] },
forced: true,
audio: 2,
content: function () {
"step 0";
var num = 1,
evt = trigger.getParent();
if (evt.qirang_num) num += evt.qirang_num;
var cards = get.cards(Math.min(5, num));
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "羽化:点击将牌移动到牌堆顶或牌堆底");
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var target = _status.event.getTrigger().name == "phaseZhunbei" ? player : player.next;
var att = get.sgn(get.attitude(player, target));
var top = [];
var judges = target.getCards("j");
var stopped = false;
if (player != target || !target.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return (judge(b) - judge(a)) * att;
});
if (judge(cards[0]) * att < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return (get.value(b, player) - get.value(a, player)) * att;
});
while (cards.length) {
if (get.value(cards[0], player) <= 5 == att > 0) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 1";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
if (event.triggername == "phaseZhunbeiBegin" && top.length == 0) {
player.addTempSkill("reguanxing_on");
}
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.updateRoundNumber();
game.delayx();
},
mod: {
ignoredHandcard: function (card, player) {
if (get.type(card) != "basic") {
return true;
}
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && get.type(card) != "basic") return false;
},
},
},
chenqing: {
audio: 2,
trigger: { global: "dying" },
//priority:6,
filter: function (event, player) {
return event.player.hp <= 0 && !player.hasSkill("chenqing2");
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("chenqing"), function (card, player, target) {
return target != player && target != _status.event.getTrigger().player;
})
.set("ai", function (target) {
var player = _status.event.player;
var trigger = _status.event.getTrigger();
if (get.attitude(player, trigger.player) > 0) {
var att1 = get.attitude(target, player);
var att2 = get.attitude(target, trigger.player);
var att3 = get.attitude(player, target);
if (att3 < 0) return 0;
return att1 / 2 + att2 + att3;
} else {
return 0;
// return get.attitude(player,target);
}
});
"step 1";
if (result.bool) {
player.addTempSkill("chenqing2", "roundStart");
event.target = result.targets[0];
event.target.draw(4);
player.logSkill("chenqing", event.target);
} else {
event.finish();
}
"step 2";
var target = event.target;
var tosave = trigger.player;
var att = get.attitude(target, tosave);
var hastao = target.countCards("h", "tao");
target
.chooseToDiscard(4, true, "he")
.set("ai", function (card) {
var hastao = _status.event.hastao;
var att = _status.event.att;
if (!hastao && att > 0) {
var suit = get.suit(card);
for (var i = 0; i < ui.selected.cards.length; i++) {
if (get.suit(ui.selected.cards[i]) == suit) {
return -4 - get.value(card);
}
}
}
if (att < 0 && ui.selected.cards.length == 3) {
var suit = get.suit(card);
for (var i = 0; i < ui.selected.cards.length; i++) {
if (get.suit(ui.selected.cards[i]) == suit) {
return -get.value(card);
}
}
return -10 - get.value(card);
}
return -get.value(card);
})
.set("hastao", hastao)
.set("att", att);
"step 3";
if (result.cards && result.cards.length == 4) {
var suits = [];
for (var i = 0; i < result.cards.length; i++) {
suits.add(get.suit(result.cards[i]));
}
if (suits.length == 4 && game.checkMod({ name: "tao", isCard: true }, player, trigger.player, "unchanged", "cardSavable", player)) {
event.target.useCard({ name: "tao", isCard: true }, trigger.player);
}
}
},
ai: {
expose: 0.2,
threaten: 1.5,
},
},
mozhi: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return (
player.getHistory("useCard", function (evt) {
return evt.isPhaseUsing() && ["basic", "trick"].includes(get.type(evt.card));
}).length > 0 && player.countCards("hs") > 0
);
},
content: function () {
"step 0";
event.count = 2;
event.history = player.getHistory("useCard", function (evt) {
return evt.isPhaseUsing() && ["basic", "trick"].includes(get.type(evt.card));
});
"step 1";
event._result = {};
if (event.count && event.history.length && player.countCards("hs")) {
event.count--;
var card = event.history.shift().card;
card = { name: card.name, nature: card.nature };
if (player.hasUseTarget(card, true, true)) {
if (
game.hasPlayer(function (current) {
return player.canUse(card, current);
})
) {
lib.skill.mozhix.viewAs = card;
var next = player.chooseToUse();
if (next.isOnline()) {
player.send(function (card) {
lib.skill.mozhix.viewAs = card;
}, card);
}
next.logSkill = "mozhi";
next.set("openskilldialog", "默识:将一张手牌当" + get.translation(card) + "使用");
next.set("norestore", true);
next.set("_backupevent", "mozhix");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("mozhix");
}
}
}
"step 2";
if (result && result.bool) event.goto(1);
},
},
mozhix: {
filterCard: function (card) {
return get.itemtype(card) == "card";
},
selectCard: 1,
position: "hs",
popname: true,
},
chenqing2: { charlotte: true },
ranshang: {
audio: 2,
trigger: { player: "damageEnd" },
filter: function (event, player) {
return event.hasNature("fire");
},
forced: true,
check: function () {
return false;
},
content: function () {
player.addMark("ranshang", trigger.num);
},
intro: {
name2: "燃",
content: "mark",
},
ai: {
neg: true,
effect: {
target: function (card, player, target, current) {
if (card.name == "sha") {
if (game.hasNature(card, "fire") || player.hasSkill("zhuque_skill")) return 2;
}
if (get.tag(card, "fireDamage") && current < 0) return 2;
},
},
},
group: "ranshang2",
},
ranshang2: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return player.countMark("ranshang") > 0;
},
content: function () {
player.loseHp(player.countMark("ranshang"));
if (player.countMark("ranshang") > 2) {
player.loseMaxHp(2);
player.draw(2);
}
},
},
hanyong: {
trigger: { player: "useCard" },
filter: function (event, player) {
return event.card && (event.card.name == "nanman" || event.card.name == "wanjian" || (event.card.name == "sha" && !game.hasNature(event.card) && get.suit(event.card) == "spade")) && player.isDamaged();
},
content: function () {
trigger.baseDamage++;
if (game.roundNumber <= player.hp) player.addMark("ranshang", 1);
},
},
hanyong3: {
audio: false,
trigger: { source: "damageBegin1" },
forced: true,
onremove: true,
filter: function (event, player) {
return event.card == player.storage.hanyong3;
},
content: function () {
trigger.num++;
},
},
yishe: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return !player.getExpansions("yishe").length;
},
intro: {
content: "expansion",
markcount: "expansion",
},
content: function () {
"step 0";
player.draw(2);
"step 1";
var cards = player.getCards("he");
if (!cards.length) event.finish();
else if (cards.length <= 2) event._result = { bool: true, cards: cards };
else player.chooseCard(2, "he", true, "选择两张牌作为“米”");
"step 2";
if (result.bool) player.addToExpansion(result.cards, player, "give").gaintag.add("yishe");
},
group: "yishe_recover",
ai: { combo: "bushi" },
subSkill: {
recover: {
audio: "yishe",
trigger: {
player: ["loseAfter"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter: function (event, player) {
if (player.isHealthy()) return false;
var evt = event.getl(player);
if (!evt || !evt.xs || !evt.xs.length || player.getExpansions("yishe").length > 0) return false;
if (event.name == "lose") {
for (var i in event.gaintag_map) {
if (event.gaintag_map[i].includes("yishe")) return true;
}
return false;
}
return player.hasHistory("lose", function (evt) {
if (event != evt.getParent()) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("yishe")) return true;
}
return false;
});
},
forced: true,
content: function () {
player.recover();
},
},
},
},
bushi: {
audio: 2,
trigger: { player: "damageEnd", source: "damageEnd" },
filter: function (event, player) {
if (event._notrigger.includes(event.player)) return false;
return event.player.isIn() && player.getExpansions("yishe").length > 0;
},
direct: true,
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
trigger.player.chooseCardButton("选择获得一张“米”", player.getExpansions("yishe"));
"step 2";
if (result.bool) {
event.count--;
player.logSkill("bushi", trigger.player);
trigger.player.gain(result.links[0], "give", player, "bySelf");
} else event.finish();
"step 3";
if (event.count > 0 && player.getExpansions("yishe").length && player.hasSkill("bushi")) {
event.goto(1);
}
},
ai: { combo: "yishe" },
},
midao: {
audio: 2,
trigger: { global: "judge" },
direct: true,
filter: function (event, player) {
return player.getExpansions("yishe").length && event.player.isIn();
},
content: function () {
"step 0";
var list = player.getExpansions("yishe");
player
.chooseButton([get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("midao"), list, "hidden"], function (button) {
var card = button.link;
var trigger = _status.event.getTrigger();
var player = _status.event.player;
var judging = _status.event.judging;
var result = trigger.judge(card) - trigger.judge(judging);
var attitude = get.attitude(player, trigger.player);
return result * attitude;
})
.set("judging", trigger.player.judging[0])
.set("filterButton", function (button) {
var player = _status.event.player;
var card = button.link;
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
});
"step 1";
if (result.bool) {
event.forceDie = true;
player.respond(result.links, "midao", "highlight", "noOrdering");
result.cards = result.links;
var card = result.cards[0];
event.card = card;
} else {
event.finish();
}
"step 2";
if (result.bool) {
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0] = result.cards[0];
trigger.orderingCards.addArray(result.cards);
game.log(trigger.player, "的判定牌改为", card);
game.delay(2);
}
},
ai: {
combo: "yishe",
rejudge: true,
tag: {
rejudge: 0.6,
},
},
},
fengpo: {
shaRelated: true,
audio: 2,
trigger: {
player: "useCardToPlayered",
},
filter: function (event, player) {
if (event.targets.length != 1 || !["sha", "juedou"].includes(event.card.name)) return false;
var evtx = event.getParent();
return !player.hasHistory(
"useCard",
function (evt) {
return evt != evtx && evt.card.name == event.card.name;
},
evtx
);
},
direct: true,
content: function () {
"step 0";
var str1 = get.translation(trigger.card),
str2 = get.translation(trigger.target);
player
.chooseControl("摸X加1伤", "摸1加X伤", "cancel2")
.set("prompt", get.prompt("fengpo", trigger.target))
.set("prompt2", "你可以选择一项:1.摸X张牌,令" + str1 + "的伤害+1;2.摸一张牌,令" + str1 + "的伤害+X(X为" + str2 + "的♦牌的数量)。");
"step 1";
if (result.control && result.control != "cancel2") {
player.logSkill("fengpo", trigger.target);
var nd = trigger.target.countCards("he", { suit: "diamond" });
var draw = 1,
damage = 1;
if (result.control == "摸X加1伤") draw = nd;
else damage = nd;
player.draw(draw);
var trigger2 = trigger.getParent();
if (typeof trigger2.baseDamage != "number") {
trigger2.baseDamage = 1;
}
trigger2.baseDamage += damage;
}
},
},
fengpo2: {
trigger: { source: "damageBegin1" },
filter: function (event) {
return event.card && (event.card.name == "sha" || event.card.name == "juedou") && event.notLink();
},
forced: true,
audio: false,
content: function () {
if (typeof player.storage.fengpo == "number") {
trigger.num += player.storage.fengpo;
}
},
},
fengpo3: { charlotte: true },
//士燮
biluan: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
check: function (event, player) {
if (player.countCards("h") > player.hp) return true;
if (player.hasJudge("lebu")) return true;
var ng = [];
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (players[i].group != "unknown") {
ng.add(players[i].group);
}
}
ng = ng.length;
if (ng < 2) return false;
var nai = 0;
for (var i = 0; i < players.length; i++) {
if (players[i] != player) {
var dist = get.distance(players[i], player, "attack");
if (dist <= 1 && dist + ng > 1) {
nai++;
}
}
}
return nai >= 2;
},
filter: function (event, player) {
return (
!event.numFixed &&
game.hasPlayer(function (current) {
return current != player && get.distance(current, player) <= 1;
})
);
},
content: function () {
if (!player.hasSkill("rebiluan2")) player.addSkill("rebiluan2");
var ng = [];
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (players[i].group != "unknown") {
ng.add(players[i].group);
}
}
player.$damagepop(ng.length, "unknownx");
player.storage.rebiluan2 += ng.length;
player.markSkill("rebiluan2");
game.addVideo("storage", player, ["biluan", player.storage.rebiluan2]);
trigger.changeToZero();
},
},
lixia: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return event.player.isIn() && event.player != player && get.distance(event.player, player, "attack") > 1;
},
forced: true,
content: function () {
"step 0";
player
.chooseTarget(
function (card, player, target) {
return target == player || target == _status.event.source;
},
true,
"礼下:选择一个目标摸一张牌"
)
.set("ai", function (target) {
if (get.attitude(player, trigger.player) > 2) return 114514 - target.countCards();
return player == target ? 1 : 0;
})
.set("source", trigger.player);
"step 1";
if (result.targets.length) {
result.targets[0].draw();
player.line(result.targets[0], "green");
}
if (!player.hasSkill("rebiluan2")) player.addSkill("rebiluan2");
player.storage.rebiluan2--;
player.markSkill("rebiluan2");
game.addVideo("storage", player, ["biluan", player.storage.rebiluan2]);
},
},
olbiluan: {
audio: "biluan",
trigger: { player: "phaseJieshuBegin" },
checkx: function (player) {
var ng = Math.min(4, game.countPlayer());
var nai = 0;
for (var i = 0; i < game.players.length; i++) {
if (game.players[i] != player) {
var dist = get.distance(game.players[i], player, "attack");
if (dist <= 1 && dist + ng > 1) nai++;
}
}
return nai >= 2;
},
filter: function (event, player) {
return (
player.countCards("he") &&
game.hasPlayer(function (current) {
return current != player && get.distance(current, player) <= 1;
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard("he", get.prompt2("olbiluan"))
.set("logSkill", "olbiluan")
.set("ai", function (card) {
if (_status.event.check) return 6 - get.value(card);
return 0;
})
.set("check", lib.skill.olbiluan.checkx(player));
"step 1";
if (result.bool) {
player.addSkill("rebiluan2");
var num = game.countGroup();
player.$damagepop(num, "unknownx");
player.storage.rebiluan2 += num;
player.markSkill("rebiluan2");
game.addVideo("storage", player, ["rebiluan2", player.storage.rebiluan2]);
}
},
},
ollixia: {
audio: "lixia",
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return event.player.isIn() && event.player != player && get.distance(event.player, player, "attack") > 1;
},
forced: true,
content: function () {
"step 0";
player
.chooseTarget(
function (card, player, target) {
return target == player || target == _status.event.source;
},
true,
"礼下:请选择一个目标令其摸牌并减少你与其他角色的距离"
)
.set("ai", function (target) {
return player == target ? 1 : 0;
})
.set("source", trigger.player);
"step 1";
if (result.targets.length) {
var num = result.targets[0] == player ? 1 : 2;
result.targets[0].draw(num);
player.line(result.targets[0], "green");
}
if (!player.hasSkill("rebiluan2")) player.addSkill("rebiluan2");
player.storage.rebiluan2--;
player.markSkill("rebiluan2");
game.addVideo("storage", player, ["rebiluan2", player.storage.rebiluan]);
},
},
rebiluan2: {
mark: true,
charlotte: true,
intro: {
content: function (storage) {
if (storage > 0) {
return "其他角色计算与你的距离时+" + storage;
} else if (storage < 0) {
return "其他角色计算与你的距离时" + storage;
} else {
return "无距离变化";
}
},
},
init: function (player) {
if (typeof player.storage.rebiluan2 != "number") player.storage.rebiluan2 = 0;
},
mod: {
globalTo: function (from, to, distance) {
if (typeof to.storage.rebiluan2 == "number") {
return distance + to.storage.rebiluan2;
}
},
},
},
rebiluan: {
audio: "biluan",
trigger: { player: "phaseJieshuBegin" },
checkx: function (player) {
var ng = Math.min(4, game.countPlayer());
var nai = 0;
for (var i = 0; i < game.players.length; i++) {
if (game.players[i] != player) {
var dist = get.distance(game.players[i], player, "attack");
if (dist <= 1 && dist + ng > 1) {
nai++;
}
}
}
return nai >= 2;
},
filter: function (event, player) {
return (
player.countCards("he") &&
game.hasPlayer(function (current) {
return current != player && get.distance(current, player) <= 1;
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard("he", get.prompt2("rebiluan"))
.set("logSkill", "rebiluan")
.set("check", lib.skill.rebiluan.checkx(player))
.set("ai", function (card) {
if (_status.event.check) return 6 - get.value(card);
return 0;
});
"step 1";
if (result.bool) {
player.addSkill("rebiluan2");
var ng = Math.min(4, game.countPlayer());
player.$damagepop(ng, "unknownx");
player.storage.rebiluan2 += ng;
player.markSkill("rebiluan2");
game.addVideo("storage", player, ["rebiluan2", player.storage.rebiluan2]);
}
},
},
relixia: {
audio: "lixia",
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return event.player.isIn() && event.player != player && !player.inRangeOf(event.player);
},
forced: true,
content: function () {
"step 0";
if (trigger.player.isDead()) {
event._result = { bool: true, links: [0] };
return;
}
var list = ["令自己摸一张牌", "令XXX摸两张牌", "令XXX回复1点体力"];
var card = get.translation(trigger.player);
var next = player.chooseButton(
[
"【礼下】:请选择一至两项",
[
list.map((item, index) => {
return [index, item.replace(/XXX/g, card)];
}),
"textbutton",
],
],
true,
[1, 2]
);
next.set("dialog", event.videoId);
next.set("filterButton", function (button) {
if (button.link == 2) {
return _status.event.bool1;
}
return true;
});
next.set("bool1", trigger.player.isDamaged());
next.set("ai", function (button) {
var player = _status.event.player;
var event = _status.event.getTrigger();
if (button.link && get.attitude(player, event.player) <= 0) return 0;
return button.link * Math.random();
});
"step 1";
var map = [
function (trigger, player, event) {
player.draw();
},
function (trigger, player, event) {
if (!result.links.includes(2)) player.line(trigger.player);
trigger.player.draw(2);
},
function (trigger, player, event) {
player.line(trigger.player);
trigger.player.recover();
},
];
result.links.sort();
for (var i = 0; i < result.links.length; i++) {
game.log(player, "选择了", "#g【礼下】", "的", "#y选项" + get.cnNumber(result.links[i] + 1, true));
map[result.links[i]](trigger, player, event);
}
player.addSkill("rebiluan2");
player.storage.rebiluan2 -= result.links.length;
player.markSkill("rebiluan2");
game.addVideo("storage", player, ["rebiluan2", player.storage.rebiluan2]);
},
},
guiming: {
unique: true,
zhuSkill: true,
locked: true,
ai: {
combo: "recanshi",
},
},
canshi: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
check: function (event, player) {
var num = game.countPlayer(function (current) {
if (player.hasZhuSkill("guiming") && current.group == "wu") return true;
return current.isDamaged();
});
return num > 3;
},
prompt: function (event, player) {
var num = game.countPlayer(function (current) {
if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true;
return current.isDamaged();
});
return "残蚀:是否改为摸" + get.cnNumber(num) + "张牌?";
},
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
trigger.changeToZero();
var num = game.countPlayer(function (current) {
if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true;
return current.isDamaged();
});
if (num > 0) {
player.draw(num);
}
player.addTempSkill("canshi2");
},
},
canshi2: {
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
if (player.countCards("he") == 0) return false;
var type = get.type(event.card, "trick");
return type == "basic" || type == "trick";
},
autodelay: true,
content: function () {
player.chooseToDiscard(true, "he");
},
},
chouhai: {
audio: 2,
trigger: { player: "damageBegin3" },
forced: true,
check: function () {
return false;
},
filter: function (event, player) {
return player.countCards("h") == 0;
},
content: function () {
trigger.num++;
},
ai: {
neg: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage") && target.countCards("h") == 0) return [1, -2];
},
},
},
},
recanshi: {
audio: "canshi",
trigger: { player: "phaseDrawBegin2" },
check: function (event, player) {
if (
player.skipList.includes("phaseUse") ||
!player.countCards("h", function (card) {
return get.type(card, "trick") == "trick" && player.hasUseTarget(card);
})
)
return true;
var num = game.countPlayer(function (current) {
if (player.hasZhuSkill("guiming") && current.group == "wu") return true;
return current.isDamaged();
});
return num > 1;
},
prompt: function (event, player) {
var num = game.countPlayer(function (current) {
if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true;
return current.isDamaged();
});
return "残蚀:是否多摸" + get.cnNumber(num) + "张牌?";
},
filter: function (event, player) {
return (
!event.numFixed &&
game.hasPlayer(function (current) {
if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true;
return current.isDamaged();
})
);
},
content: function () {
var num = game.countPlayer(function (current) {
if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true;
return current.isDamaged();
});
if (num > 0) {
trigger.num += num;
}
player.addTempSkill("recanshi2");
},
},
recanshi2: {
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
if (player.countCards("he") == 0) return false;
if (event.card.name == "sha") return true;
return get.type(event.card) == "trick";
},
autodelay: true,
content: function () {
player.chooseToDiscard(true, "he");
},
},
rechouhai: {
audio: "chouhai",
trigger: { player: "damageBegin3" },
forced: true,
check: function () {
return false;
},
filter: function (event, player) {
return event.card && event.card.name == "sha" && player.countCards("h") == 0;
},
content: function () {
trigger.num++;
},
ai: {
neg: true,
effect: {
target: function (card, player, target, current) {
if (card.name == "sha" && target.countCards("h") == 0) return [1, -2];
},
},
},
},
kunfen: {
audio: 2,
audioname: ["ol_sb_jiangwei"],
trigger: { player: "phaseJieshuBegin" },
locked: function (skill, player) {
if (!player || !player.storage.kunfen) return true;
return false;
},
direct: true,
content: function () {
"step 0";
if (player.storage.kunfen || (get.mode() == "guozhan" && player.hiddenSkills.includes("kunfen"))) {
if (!player.storage.kunfen) event.skillHidden = true;
player.chooseBool(get.prompt("kunfen"), "失去1点体力,然后摸两张牌").set("ai", function () {
var player = _status.event.player;
if (player.hp > 3) return true;
if (player.hp == 3 && player.countCards("h") < 3) return true;
if (player.hp == 2 && player.countCards("h") == 0) return true;
return false;
});
} else event._result = { bool: true };
"step 1";
if (result.bool) {
player.logSkill("kunfen");
player.loseHp();
} else event.finish();
"step 2";
player.draw(2);
},
ai: { threaten: 1.5 },
},
fengliang: {
skillAnimation: true,
animationColor: "thunder",
unique: true,
juexingji: true,
audio: 2,
derivation: "oltiaoxin",
trigger: { player: "dying" },
//priority:10,
forced: true,
filter: function (event, player) {
return !player.storage.kunfen;
},
content: function () {
"step 0";
player.awakenSkill("fengliang");
player.loseMaxHp();
"step 1";
if (player.hp < 2) {
player.recover(2 - player.hp);
}
"step 2";
player.storage.kunfen = true;
player.addSkills("oltiaoxin");
},
},
zhuiji: {
mod: {
globalFrom: function (from, to) {
if (from.hp >= to.hp) return -Infinity;
},
},
},
oldcihuai: {
audio: "cihuai",
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.countCards("h") > 0;
},
check: function (event, player) {
return !player.countCards("h", "sha");
},
content: function () {
player.showHandcards();
if (!player.countCards("h", "sha")) player.addTempSkill("oldcihuai2");
},
},
oldcihuai2: {
group: "oldcihuai3",
prompt: "视为使用一张杀",
enable: "chooseToUse",
viewAs: { name: "sha", isCard: true },
filterCard: function () {
return false;
},
selectCard: -1,
ai: {
presha: true,
respondSha: true,
},
},
oldcihuai3: {
trigger: {
player: ["loseAfter"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", "die"],
},
silent: true,
firstDo: true,
filter: function (event, player) {
if (event.name == "die") return true;
var evt = event.getl(player);
return evt && evt.hs && evt.hs.length > 0;
},
content: function () {
player.removeSkill("oldcihuai2");
},
},
cihuai: {
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("h", "sha") == 0;
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("cihuai"), function (card, player, target) {
return player.canUse({ name: "sha", isCard: true }, target);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "sha", isCard: true }, player, player);
});
"step 1";
if (result.bool) {
player.logSkill("cihuai");
player.showHandcards();
player.useCard({ name: "sha", isCard: true }, result.targets);
}
},
ai: {
expose: 0.2,
},
},
jilei: {
trigger: { player: "damageEnd" },
audio: 2,
direct: true,
filter: function (event) {
return event.source && event.source.isIn();
},
content: function () {
"step 0";
player
.chooseControl("basic", "trick", "equip", "cancel2", function () {
var source = _status.event.source;
if (get.attitude(_status.event.player, source) > 0) return "cancel2";
var list = ["basic", "trick", "equip"].filter(function (name) {
return !source.storage.jilei2 || !source.storage.jilei2.includes(name);
});
if (!list.length) return "cancel2";
if (
list.includes("trick") &&
source.countCards("h", function (card) {
return get.type(card, source) == "trick" && source.hasValueTarget(card);
}) > 1
)
return "trick";
return list[0];
})
.set("prompt", get.prompt2("jilei", trigger.source))
.set("source", trigger.source);
"step 1";
if (result.control != "cancel2") {
player.logSkill("jilei", trigger.source);
player.popup(get.translation(result.control) + "牌");
trigger.source.addTempSkill("jilei2", { player: "phaseBegin" });
trigger.source.storage.jilei2.add(result.control);
trigger.source.updateMarks("jilei2");
}
},
ai: {
maixie_defend: true,
threaten: 0.7,
},
},
jilei2: {
unique: true,
charlotte: true,
intro: {
content: function (storage) {
return "不能使用、打出或弃置" + get.translation(storage) + "牌";
},
},
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
mark: true,
onremove: true,
mod: {
cardDiscardable: function (card, player) {
if (player.storage.jilei2.includes(get.type(card, "trick"))) return false;
},
cardEnabled: function (card, player) {
if (player.storage.jilei2.includes(get.type(card, "trick"))) {
var hs = player.getCards("h"),
cards = [card];
if (Array.isArray(card.cards)) cards.addArray(card.cards);
for (var i of cards) {
if (hs.includes(i)) return false;
}
}
},
cardRespondable: function (card, player) {
if (player.storage.jilei2.includes(get.type(card, "trick"))) {
var hs = player.getCards("h"),
cards = [card];
if (Array.isArray(card.cards)) cards.addArray(card.cards);
for (var i of cards) {
if (hs.includes(i)) return false;
}
}
},
cardSavable: function (card, player) {
if (player.storage.jilei2.includes(get.type(card, "trick"))) {
var hs = player.getCards("h"),
cards = [card];
if (Array.isArray(card.cards)) cards.addArray(card.cards);
for (var i of cards) {
if (hs.includes(i)) return false;
}
}
},
},
},
danlao: {
audio: 2,
filter: function (event, player) {
return (event.card.name == "sha" || get.type(event.card) == "trick") && event.targets && event.targets.length > 1;
},
check: function (event, player) {
return event.getParent().excluded.includes(player) || get.tag(event.card, "multineg") || get.effect(player, event.card, event.player, player) <= 0;
},
trigger: { target: "useCardToTargeted" },
content: function () {
trigger.getParent().excluded.add(player);
player.draw();
},
ai: {
effect: {
target_use(card) {
if (get.type(card) != "trick") return;
if (card.name == "tiesuo") return [0, 0];
if (card.name == "yihuajiemu") return [0, 1];
if (get.tag(card, "multineg")) return [0, 2];
},
},
},
},
taichen: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.canUse("sha", target);
},
content: function () {
"step 0";
player.loseHp();
"step 1";
player.useCard({ name: "sha", isCard: true }, target, false);
},
ai: {
order: 1,
result: {
target: function (player, target) {
if (player.hp > 2 && player.hp > target.hp && target.countCards("he") < 4) {
return get.effect(target, { name: "sha" }, player, target);
}
return 0;
},
},
},
},
naman: {
audio: 2,
trigger: { global: "respondAfter" },
filter: function (event, player) {
if (event.card.name != "sha") return false;
if (event.player == player) return false;
if (event.cards) {
for (var i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) == "o") return true;
}
}
return false;
},
frequent: true,
content: function () {
var cards = trigger.cards.slice(0);
for (var i = 0; i < cards.length; i++) {
if (get.position(cards[i], true) != "o") {
cards.splice(i--, 1);
}
}
game.delay(0.5);
player.gain(cards, "gain2");
},
},
xiemu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h", "sha") > 0;
},
filterCard: { name: "sha" },
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
var list = lib.group.filter(function (group) {
return (
["wei", "shu", "wu", "qun"].includes(group) ||
game.hasPlayer(function (current) {
return current.group == group;
})
);
});
if (player.storage.xiemu2) list.removeArray(player.storage.xiemu2);
var list2 = list.slice(0);
list2.sort(function (a, b) {
return lib.skill.xiemu.count(b) - lib.skill.xiemu.count(a);
});
player
.chooseControl(list)
.set("prompt", "请选择一个势力")
.set("ai", function () {
return _status.event.group;
})
.set("group", list2[0]);
"step 1";
player.popup(result.control + 2, get.groupnature(result.control));
game.log(player, "选择了", "#g" + get.translation(result.control + 2));
player.addTempSkill("xiemu2", { player: "phaseBegin" });
player.storage.xiemu2.add(result.control);
player.updateMarks("xiemu2");
},
ai: {
order: 1,
result: { player: 1 },
},
count: function (group) {
var player = _status.event.player;
return game.countPlayer(function (current) {
return current != player && current.group == group && get.attitude(current, player) < 0;
});
},
},
xiemu2: {
onremove: true,
mark: true,
forced: true,
audio: "xiemu",
intro: {
content: function (storage) {
return "已指定" + get.translation(storage) + "势力";
},
},
trigger: {
target: "useCardToTargeted",
},
init: function (player) {
if (!player.storage.xiemu2) player.storage.xiemu2 = [];
},
filter: function (event, player) {
if (!player.storage.xiemu2) return false;
if (get.color(event.card) != "black") return false;
if (!event.player) return false;
if (event.player == player || !player.storage.xiemu2.includes(event.player.group)) return false;
return true;
},
content: function () {
player.draw(2);
},
},
oldxiemu: {
audio: "xiemu",
trigger: { target: "useCardToTargeted" },
filter: function (event, player) {
if (get.color(event.card) != "black") return false;
if (!event.player) return false;
if (event.player == player) return false;
if (get.mode() != "guozhan") return false;
return player.countCards("h", "sha") > 0;
},
direct: true,
content: function () {
"step 0";
var next = player.chooseToDiscard("协穆:是否弃置一张杀并摸两张牌?", { name: "sha" });
next.set("ai", function (card) {
return 9 - get.value(card);
});
next.logSkill = "xiemu";
"step 1";
if (result.bool) {
player.draw(2);
}
},
ai: {
effect: {
target_use(card, player, target) {
if (get.color(card) == "black" && target.countCards("h") > 0) {
return [1, 0.5];
}
},
},
},
},
spmengjin: {
trigger: { player: "shaBegin" },
filter: function (event, player) {
return event.target.countCards("he") > 0;
},
direct: true,
content: function () {
"step 0";
var att = get.attitude(player, trigger.target);
player.choosePlayerCard(get.prompt("spmengjin", trigger.target), "he", trigger.target).ai = function (button) {
var val = get.buttonValue(button);
if (att > 0) return -val;
return val;
};
"step 1";
if (result.bool) {
trigger.target.discard(result.links);
player.logSkill("spmengjin", trigger.target);
trigger.target.addTempSkill("mengjin2", "shaAfter");
}
},
ai: {
expose: 0.2,
},
},
fenxun_old: {
audio: 2,
trigger: { player: "shaBefore" },
direct: true,
filter: function (event, player) {
return event.targets.length == 1;
},
position: "he",
content: function () {
"step 0";
player.chooseCardTarget({
filterCard: lib.filter.cardDiscardable,
filterTarget: function (card, player, target) {
var trigger = _status.event.getTrigger();
return lib.filter.targetEnabled(trigger.card, player, target) && target != trigger.targets[0];
},
ai1: function (card) {
return 6 - get.value(card);
},
ai2: function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
},
prompt: get.prompt2("fenxun"),
});
"step 1";
if (result.bool) {
player.discard(result.cards);
trigger.targets.push(result.targets[0]);
player.logSkill("fenxun", result.targets);
}
},
},
rezhoufu: {
audio: "zhoufu",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("he") > 0;
},
filterCard: true,
filterTarget: function (card, player, target) {
return target != player && !target.getExpansions("rezhoufu2").length;
},
check: function (card) {
return 6 - get.value(card);
},
position: "he",
discard: false,
lose: false,
delay: false,
content: function () {
if (!target.storage.rezhoufu2_markcount) target.storage.rezhoufu2_markcount = 0;
target.addToExpansion(cards, player, "give").gaintag.add("rezhoufu2");
target.addSkill("rezhoufu_judge");
},
ai: {
order: 1,
result: {
target: -1,
},
},
group: ["rezhoufu_losehp"],
subSkill: {
judge: {
audio: "zhoufu",
trigger: { player: "judgeBefore" },
forced: true,
charlotte: true,
filter: function (event, player) {
return !event.directresult && player.getExpansions("rezhoufu2").length;
},
content: function () {
var cards = [player.getExpansions("rezhoufu2")[0]];
trigger.directresult = cards[0];
},
},
losehp: {
audio: "zhoufu",
trigger: { global: "phaseEnd" },
forced: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current.hasHistory("lose", function (evt) {
if (!evt || !evt.xs || !evt.xs.length) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("rezhoufu2")) return true;
}
return false;
});
});
},
logTarget: function (current) {
return game
.filterPlayer(function (current) {
return current.hasHistory("lose", function (evt) {
if (!evt || !evt.xs || !evt.xs.length) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("rezhoufu2")) return true;
}
return false;
});
})
.sortBySeat();
},
content: function () {
var targets = game
.filterPlayer(function (current) {
return current.hasHistory("lose", function (evt) {
if (!evt || !evt.xs || !evt.xs.length) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("rezhoufu2")) return true;
}
return false;
});
})
.sortBySeat();
while (targets.length) {
targets.shift().loseHp();
}
},
},
},
},
rezhoufu2: {
intro: {
content: "expansion",
},
},
rezhoufu3: {},
reyingbing: {
audio: "yingbin",
trigger: { global: "useCard" },
forced: true,
filter: function (event, player) {
var cards = event.player.getExpansions("rezhoufu2");
return cards.length && get.color(cards[0]) == get.color(event.card);
},
logTarget: "player",
content: function () {
"step 0";
player.draw();
"step 1";
trigger.player.storage.rezhoufu2_markcount++;
if (trigger.player.storage.rezhoufu2_markcount >= 2) {
delete trigger.player.storage.rezhoufu2_markcount;
var cards = trigger.player.getExpansions("rezhoufu2");
player.gain(cards, trigger.player, "give", "bySelf");
} else trigger.player.markSkill("rezhoufu2");
},
ai: {
combo: "rezhoufu",
},
},
zhoufu: {
audio: 2,
},
yingbin: {
audio: 2,
},
kuiwei: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
check: function (event, player) {
if (player.isTurnedOver()) return true;
var num = game.countPlayer(function (current) {
return current.getEquip(1);
});
return num > 1;
},
content: function () {
"step 0";
player.turnOver();
"step 1";
var num = game.countPlayer(function (current) {
return current.getEquips(1).length;
});
player.draw(2 + num);
player.addSkill("kuiwei2");
},
ai: {
effect: {
target: function (card) {
if (card.name == "guiyoujie") return [0, 2];
},
},
},
},
kuiwei2: {
trigger: { player: "phaseDrawBegin" },
forced: true,
audio: false,
content: function () {
var num = game.countPlayer(function (current) {
return current.getEquips(1).length;
});
if (num >= player.countCards("he")) {
player.discard(player.getCards("he"));
} else if (num) {
player.chooseToDiscard("he", num, true);
}
player.removeSkill("kuiwei2");
},
},
yanzheng: {
enable: "chooseToUse",
audio: 2,
filter: function (event, player) {
return player.hp < player.countCards("h") && player.countCards("e") > 0;
},
viewAsFilter: function (player) {
return player.hp < player.countCards("h") && player.countCards("e") > 0;
},
filterCard: true,
position: "e",
viewAs: { name: "wuxie" },
prompt: "将一张装备区内的牌当无懈可击使用",
check: function (card) {
return 8 - get.equipValue(card);
},
threaten: 1.2,
},
tongji: {
global: "tongji_disable",
audio: 2,
trigger: { global: "useCard1" },
forced: true,
filter: function (event, player) {
return event.targets.includes(player) && player != event.player && event.card.name == "sha" && player.hp < player.countCards("h");
},
content: function () {},
ai: {
neg: true
},
unique: true,
gainable: true,
subSkill: {
disable: {
mod: {
targetEnabled: function (card, player, target) {
if (card.name == "sha") {
if (player.hasSkill("tongji")) return;
if (target.hasSkill("tongji")) return;
if (
game.hasPlayer(function (current) {
return current.hasSkill("tongji") && current.hp < current.countCards("h") && player.inRange(current);
})
) {
return false;
}
}
},
},
},
},
},
wangzun: {
audio: 2,
audioname: ["old_yuanshu"],
trigger: { global: "phaseZhunbeiBegin" },
check: function (event, player) {
var att = get.attitude(player, event.player);
return !game.hasPlayer(function (current) {
return get.attitude(player, current) < att;
});
},
filter: function (event, player) {
return event.player != player && !player.storage.wangzun;
},
logTarget: "player",
content: function () {
player.draw();
player.markSkill("wangzun");
player.storage.wangzun = trigger.player;
trigger.player.addTempSkill("wangzun3");
},
ai: {
expose: 0.2,
},
intro: {
content: "player",
},
group: "wangzun2",
},
wangzun2: {
trigger: { player: "phaseZhunbeiBegin" },
silent: true,
content: function () {
player.unmarkSkill("wangzun");
player.storage.wangzun = null;
},
},
wangzun3: {
mod: {
maxHandcard: function (player, num) {
return num - 1;
},
},
},
kaikang: {
audio: 2,
trigger: { global: "useCardToTargeted" },
filter: function (event, player) {
return event.card.name == "sha" && get.distance(player, event.target) <= 1 && event.target.isIn();
},
check: function (event, player) {
return get.attitude(player, event.target) >= 0;
},
logTarget: "target",
content: function () {
"step 0";
player.draw();
if (trigger.target != player) {
player.chooseCard(true, "he", "交给" + get.translation(trigger.target) + "一张牌").set("ai", function (card) {
if (get.position(card) == "e") return -1;
if (card.name == "shan") return 1;
if (get.type(card) == "equip") return 0.5;
return 0;
});
} else {
event.finish();
}
"step 1";
player.give(result.cards, trigger.target, "give");
game.delay();
event.card = result.cards[0];
"step 2";
if (trigger.target.getCards("h").includes(card) && get.type(card) == "equip") {
trigger.target.chooseUseTarget(card);
}
},
ai: {
threaten: 1.1,
},
},
liangzhu: {
audio: 2,
trigger: { global: "recoverAfter" },
direct: true,
filter: function (event, player) {
return event.player.isPhaseUsing();
},
content: function () {
"step 0";
if (player == trigger.player) {
player
.chooseControl("摸一张", "摸两张", "cancel2", function () {
return "摸两张";
})
.set("prompt", get.prompt2("liangzhu"));
event.single = true;
} else {
player
.chooseTarget(get.prompt2("liangzhu"), function (card, player, target) {
return target == _status.event.player || target == _status.event.target;
})
.set("target", trigger.player)
.set("ai", function (target) {
var player = _status.event.player;
if (player == target) return 1;
return get.attitude(player, target) - 1.5;
});
}
"step 1";
if (event.single) {
if (result.control != "cancel2") {
player.logSkill("liangzhu", player);
if (result.control == "摸一张") {
player.draw();
} else {
player.draw(2);
if (!player.storage.liangzhu) player.storage.liangzhu = [];
player.storage.liangzhu.add(player);
}
}
} else if (result.bool) {
var target = result.targets[0];
player.logSkill("liangzhu", target);
if (target == player) {
target.draw();
} else {
target.draw(2);
if (target.storage.liangzhu) {
target.storage.liangzhu.add(player);
} else {
target.storage.liangzhu = [player];
}
}
}
},
ai: {
expose: 0.1,
},
},
fanxiang: {
skillAnimation: true,
animationColor: "fire",
audio: 2,
unique: true,
juexingji: true,
derivation: "xiaoji",
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
if (player.storage.fanxiang) return false;
return game.hasPlayer(function (current) {
return current.storage.liangzhu && current.storage.liangzhu.includes(player) && current.isDamaged();
});
},
forced: true,
content: function () {
player.awakenSkill("fanxiang");
player.gainMaxHp();
player.recover();
player.changeSkills(["xiaoji"], ["liangzhu"]);
},
ai: {
combo: "liangzhu",
},
},
mingshi: {
audio: 2,
trigger: { player: "damageBegin3" },
direct: true,
filter: function (event, player) {
return event.source && event.source.hp > player.hp;
},
content: function () {
"step 0";
var next = player.chooseToDiscard(get.prompt2("mingshi"), { color: "black" });
next.set("ai", function (card) {
return 9 - get.value(card);
});
next.set("logSkill", "mingshi");
"step 1";
if (result.bool) {
trigger.num--;
}
},
ai: {
threaten: 0.8,
},
},
lirang: {
audio: 2,
trigger: {
player: "loseAfter",
global: "loseAsyncAfter",
},
filter: function (event, player) {
if (!game.hasPlayer(current => current != player)) return false;
if (event.type != "discard" || event.getlx === false) return false;
var evt = event.getl(player);
if (!evt || !evt.cards2) return false;
for (var i = 0; i < evt.cards2.length; i++) {
if (get.position(evt.cards2[i]) == "d") {
return true;
}
}
return false;
},
direct: true,
preHidden: true,
content: function () {
"step 0";
if (trigger.delay == false) game.delay();
event.cards = [];
var cards2 = trigger.getl(player).cards2;
for (var i = 0; i < cards2.length; i++) {
if (get.position(cards2[i], true) == "d") {
event.cards.push(cards2[i]);
}
}
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
"step 1";
var goon = false;
for (var i = 0; i < event.cards.length; i++) {
if (event.cards[i].name == "du") {
goon = true;
break;
}
}
if (!goon) {
goon = game.hasPlayer(function (current) {
return player != current && get.attitude(player, current) > 1;
});
}
player
.chooseButton(["礼让:是否分配本次弃置的牌?", event.cards], [1, event.cards.length])
.set("ai", function (button) {
if (_status.event.goon && ui.selected.buttons.length == 0) return 1 + Math.abs(get.value(button.link));
return 0;
})
.set("goon", goon)
.setHiddenSkill("lirang");
"step 2";
if (result.bool) {
event.cards.removeArray(result.links);
event.togive = result.links.slice(0);
player
.chooseTarget("选择一名其他角色获得" + get.translation(result.links), true, lib.filter.notMe)
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (_status.event.enemy) {
return -att;
} else if (att > 0) {
return att / (1 + target.countCards("h"));
} else {
return att / 100;
}
})
.set("enemy", get.value(event.togive[0], player, "raw") < 0);
} else event.goto(4);
"step 3";
if (result.targets.length) {
var id = result.targets[0].playerid,
map = event.given_map;
if (!map[id]) map[id] = [];
map[id].addArray(event.togive);
}
if (cards.length > 0) event.goto(1);
"step 4";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
var list = [],
targets = [];
for (var i in event.given_map) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
list.push([source, event.given_map[i]]);
targets.push(source);
}
if (targets.length) {
player.logSkill("lirang", targets);
game.loseAsync({
gain_list: list,
giver: player,
animate: "gain2",
}).setContent("gaincardMultiple");
}
},
ai: {
expose: 0.1,
effect: {
target: function (card, player, target, current) {
if (target.hasFriend() && get.tag(card, "discard")) {
if (current < 0) return 0;
return [1, 1];
}
},
},
},
},
moukui: {
audio: 2,
audioname: ["sp_mushun"],
trigger: { player: "useCardToPlayered" },
direct: true,
filter: function (event, player) {
return event.card.name == "sha";
},
content: function () {
"step 0";
var controls = ["draw_card"];
if (trigger.target.countCards("he")) {
controls.push("discard_card");
}
controls.push("cancel");
player
.chooseControl(controls)
.set("ai", function () {
var trigger = _status.event.getTrigger();
if (trigger.target.countCards("he") && get.attitude(_status.event.player, trigger.target) < 0) {
return "discard_card";
} else {
return "draw_card";
}
})
.set("prompt", get.prompt2("moukui"));
"step 1";
if (result.control == "draw_card") {
player.draw();
player.logSkill("moukui");
} else if (result.control == "discard_card" && trigger.target.countCards("he")) {
player.discardPlayerCard(trigger.target, "he", true).logSkill = ["moukui", trigger.target];
} else event.finish();
"step 2";
player.addTempSkill("moukui2", "shaEnd");
},
ai: {
expose: 0.1,
},
},
moukui2: {
audio: false,
trigger: { player: "shaMiss" },
forced: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
trigger.target.discardPlayerCard(player, true);
},
},
shenxian: {
audio: 2,
trigger: { global: ["loseAfter", "loseAsyncAfter"] },
filter: function (event, player) {
if (event.type != "discard" || _status.currentPhase == player || event.getlx === false) return false;
if (event.name == "lose" && event.player == player) return false;
if (player.hasSkill("shenxian2")) return false;
var cards = event.cards.slice(0);
var evt = event.getl(player);
if (evt && evt.cards) cards.removeArray(evt.cards);
for (var i = 0; i < cards.length; i++) {
if (get.type(cards[i], null, event.hs && event.hs.includes(cards[i]) ? event.player : false) == "basic" && cards[i].original != "j") {
return true;
}
}
return false;
},
frequent: true,
content: function () {
"step 0";
if (trigger.delay == false) game.delay();
"step 1";
player.draw();
if (event.name == "shenxian") player.addTempSkill("shenxian2");
},
ai: {
threaten: 1.5,
},
},
shenxian2: { charlotte: true },
qiangwu: {
audio: 2,
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
player.judge(card => {
if (game.hasPlayer(cur => {
return get.event("player").canUse("sha", cur);
})) return get.number(card);
return 1 / get.number(card);
});
"step 1";
player.storage.qiangwu = result.number;
player.addTempSkill("qiangwu3", "phaseUseEnd");
},
ai: {
result: {
player: 1,
},
order: 11,
},
},
qiangwu3: {
mod: {
targetInRange: function (card, player) {
if (card.name == "sha") {
const num = get.number(card);
if (num == "unsure" || num < player.storage.qiangwu) return true;
}
},
cardUsable: function (card, player) {
if (card.name == "sha") {
const num = get.number(card);
if (num == "unsure" || num > player.storage.qiangwu) return true;
}
},
},
trigger: { player: "useCard1" },
filter: function (event, player) {
if (_status.currentPhase == player && event.card.name == "sha" && get.number(event.card) > player.storage.qiangwu && event.addCount !== false) return true;
return false;
},
forced: true,
popup: false,
firstDo: true,
content: function () {
trigger.addCount = false;
if (player.stat[player.stat.length - 1].card.sha > 0) {
player.stat[player.stat.length - 1].card.sha--;
}
},
},
zhendu: {
audio: 2,
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
return /*(get.mode()!='guozhan'||event.player!=player)&&*/ event.player.isIn() && player.countCards("h") > 0 && event.player.hasUseTarget({ name: "jiu" }, null, true);
},
direct: true,
preHidden: true,
content: function () {
"step 0";
var nono = Math.abs(get.attitude(player, trigger.player)) < 3;
if (player == trigger.player || get.damageEffect(trigger.player, player, player) <= 0 || !trigger.player.hasUseTarget({ name: "jiu" }, null, true)) {
nono = true;
} else if (trigger.player.hp > 2) {
nono = true;
} else if (trigger.player.hp > 1 && player.countCards("h") < 3 && trigger.player.canUse("sha", player) && !player.countCards("h", "shan") && trigger.player.countCards("h") >= 3) {
nono = true;
}
var next = player.chooseToDiscard(get.prompt2("zhendu", trigger.player));
next.set("ai", function (card) {
if (_status.event.nono) return -1;
return 7 - get.useful(card);
});
next.set("logSkill", ["zhendu", trigger.player]);
next.set("nono", nono);
next.setHiddenSkill("zhendu");
"step 1";
if (result.bool) {
trigger.player.chooseUseTarget({ name: "jiu" }, true, "noTargetDelay", "nodelayx");
} else {
event.finish();
}
"step 2";
if (result.bool && trigger.player != player) trigger.player.damage();
},
ai: {
threaten: 2,
expose: 0.3,
},
},
qiluan: {
audio: "qiluan2",
preHidden: true,
trigger: { global: "phaseEnd" },
frequent: true,
filter: function (event, player) {
return game.hasPlayer2(function (current) {
return current.getStat("kill") > 0;
});
},
prompt: function (event, player) {
var num = game.countPlayer2(function (current) {
return (current.getStat("kill") || 0) * (current == player ? 3 : 1);
});
return get.prompt("qiluan") + "(可摸" + get.cnNumber(num) + "张牌)";
},
content: function () {
//if(get.mode()=='guozhan'){
// player.draw(3);
//}
//else{
player.draw(
game.countPlayer2(function (current) {
return (current.getStat("kill") || 0) * (current == player ? 3 : 1);
})
);
//}
},
subSkill: {
draw: {
trigger: { global: "dieAfter" },
frequent: true,
filter: function (event, player) {
return /*get.mode()!='guozhan'&&*/ player != event.source;
},
content: function () {
player.draw();
},
},
},
},
qiluan2: {
audio: 2,
},
zniaoxiang: {
shaRelated: true,
audio: 2,
trigger: { player: "useCardToPlayered" },
forced: true,
filter: function (event, player) {
return event.card.name == "sha" && !event.getParent().directHit.includes(event.target);
},
//priority:-1,
logTarget: "target",
content: function () {
var id = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired++;
} else {
map[id].shanRequired = 2;
}
},
},
shangyi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player != target && target.countCards("h");
},
content: function () {
"step 0";
player.chooseCardButton(target, target.getCards("h")).set("filterButton", function (button) {
return get.color(button.link) == "black";
});
"step 1";
if (result.bool) {
target.discard(result.links[0]);
}
},
ai: {
order: 11,
result: {
target: function (player, target) {
return -target.countCards("h");
},
},
threaten: 1.1,
},
},
shengxi: {
trigger: { player: "phaseDiscardBegin" },
frequent: true,
filter: function (event, player) {
return !player.getStat("damage");
},
content: function () {
player.draw(2);
},
audio: 2,
audioname: ["liushan"],
},
shoucheng: {
init(player) {
game.addGlobalSkill("shoucheng_draw", player);
},
trigger: {
global: ["equipAfter", "addJudgeAfter", "loseAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
audio: 2,
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
if (current == _status.currentPhase) return false;
var evt = event.getl(current);
return evt && evt.hs && evt.hs.length && current.countCards("h") == 0;
});
},
content: function () {
"step 0";
event.list = game
.filterPlayer(function (current) {
if (current == _status.currentPhase) return false;
var evt = trigger.getl(current);
return evt && evt.hs && evt.hs.length;
})
.sortBySeat(_status.currentPhase);
"step 1";
var target = event.list.shift();
event.target = target;
if (target.isIn() && target.countCards("h") == 0) {
player.chooseBool(get.prompt2("shoucheng", target)).set("ai", function () {
return get.attitude(_status.event.player, _status.event.getParent().target) > 0;
});
} else event.goto(3);
"step 2";
if (result.bool) {
player.logSkill(event.name, target);
if (player !== target && (get.mode() !== "identity" || player.identity !== "nei")) player.addExpose(0.15);
target.draw();
}
"step 3";
if (event.list.length) event.goto(1);
},
ai: {
threaten: 1.3,
},
subSkill: {
draw: {
trigger: { player: "dieAfter" },
filter(event, player) {
return !game.hasPlayer(current => {
return current.hasSkill("shoucheng");
}, true);
},
content() {
game.removeGlobalSkill("shoucheng_draw");
},
ai: {
noh: true,
skillTagFilter(player, tag, arg) {
if (player === _status.currentPhase || player.countCards("h") !== 1) return false;
return game.hasPlayer(current => {
return current.hasSkill("shoucheng") && player.isFriendOf(current);
});
},
},
},
},
},
hengzheng: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
preHidden: true,
filter: function (event, player) {
return !event.numFixed && (player.hp == 1 || player.countCards("h") == 0);
},
check: function (event, player) {
var num = game.countPlayer(function (current) {
if (current.countCards("he") && current != player && get.attitude(player, current) <= 0) {
return true;
}
if (current.countCards("j") && current != player && get.attitude(player, current) > 0) {
return true;
}
});
return num >= 2;
},
content: function () {
"step 0";
var targets = game.filterPlayer();
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets = targets;
event.num = 0;
trigger.changeToZero();
player.line(targets, "green");
"step 1";
if (num < event.targets.length) {
if (event.targets[num].countCards("hej")) {
player.gainPlayerCard(event.targets[num], "hej", true);
}
event.num++;
event.redo();
}
},
ai: {
noh: true,
skillTagFilter: function (player, tag) {
if (tag == "noh") {
if (player.countCards("h") != 1) return false;
}
},
threaten: function (player, target) {
if (target.hp == 1) return 2.5;
return 1;
},
},
},
yongjue: {
audio: 2,
trigger: { global: "useCardAfter" },
usable: 1,
filter: function (event, player) {
if (event.card.name != "sha") return false;
if (event.player == player) return false;
if (event.targets.includes(player)) return false;
if (event.cards) {
for (var i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) == "o") return true;
}
}
return false;
},
frequent: true,
content: function () {
var cards = trigger.cards.slice(0);
for (var i = 0; i < cards.length; i++) {
if (get.position(cards[i], true) != "o") {
cards.splice(i--, 1);
}
}
player.gain(cards, "gain2");
},
},
guixiu: {
audio: 2,
trigger: { target: "useCardToTargeted" },
frequent: true,
filter: function (event, player) {
return event.card.name == "sha" && player.countCards("h") < player.hp;
},
content: function () {
player.draw();
},
},
cunsi: {
skillAnimation: true,
animationColor: "orange",
audio: 2,
unique: true,
enable: "phaseUse",
mark: true,
limited: true,
derivation: "yongjue",
filter: function (event, player) {
return !player.storage.cunsi && player.countCards("h") && !player.isTurnedOver();
},
init: function (player) {
player.storage.cunsi = false;
},
filterTarget: function (card, player, target) {
return player != target && target.hasSex("male");
},
content: function () {
"step 0";
player.awakenSkill("cunsi");
var cards = player.getCards("h");
player.give(cards, target);
"step 1";
target.addSkills("yongjue");
"step 2";
target.markSkillCharacter("yongjue", player, "存嗣", '【勇决】
每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之,每回合限一次
');
player.turnOver();
},
intro: {
content: "limited",
},
ai: {
order: 4,
result: {
target: function (player, target) {
if (target.isMin()) return 0;
if (player.hp > 1) {
if (game.phaseNumber < game.players.length) return 0;
if (target.hp == 1 && target.maxHp > 2) return 0;
if (get.attitude(player, target) < 5) return 0;
}
if (get.attitude(player, target) < 5) return 0;
if (target.hp == 1 && target.maxHp > 2) return 0.2;
if (target == game.me) return 1.2;
return 1;
},
},
expose: 0.5,
threaten: 1.5,
},
},
fenming: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
check: function (event, player) {
var num = game.countPlayer(function (current) {
if (current.isLinked() && current.countCards("he")) {
return get.effect(current, { name: "guohe_copy2" }, player, player);
}
});
return num < 0;
},
filter: function (event, player) {
return player.isLinked();
},
preHidden: true,
prompt: "是否发动【奋命】?",
logTarget: function (event, player) {
return game.filterPlayer(function (current) {
if (current.isLinked() && current.countCards("he")) {
return true;
}
});
},
content: function () {
"step 0";
event.targets = game.filterPlayer(function (current) {
if (current.isLinked() && current.countCards("he")) {
return true;
}
});
event.num = 0;
event.targets.sort(lib.sort.seat);
"step 1";
if (event.num < event.targets.length) {
var target = event.targets[event.num];
if (player == target) {
player.chooseToDiscard(true, "he");
} else {
player.discardPlayerCard(true, "he", target);
}
event.num++;
event.redo();
}
},
},
duanxie: {
enable: "phaseUse",
usable: 1,
audio: 2,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && !current.isLinked();
});
},
filterTarget: function (card, player, target) {
return player != target && !target.isLinked();
},
selectTarget: function () {
return [1, Math.max(1, _status.event.player.getDamagedHp())];
},
content: function () {
if (!target.isLinked()) target.link();
},
contentAfter: function () {
if (!player.isLinked()) player.link();
},
ai: {
result: {
target: -1,
player: function (player) {
return player.isLinked() ? 0 : -0.8;
},
},
order: 2,
expose: 0.3,
effect: {
target: function (card) {
if (card.name == "tiesuo") {
return 0.5;
}
},
},
},
},
xiaoguo: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return event.player.isIn() && event.player != player && player.countCards("h");
},
direct: true,
content: function () {
"step 0";
var next = player.chooseToDiscard(get.prompt("xiaoguo", trigger.player));
next.set("ai", function (card) {
return _status.event.eff - get.useful(card);
});
next.set("logSkill", ["xiaoguo", trigger.player]);
next.set(
"eff",
(function () {
if (trigger.player.hasSkillTag("noe")) return get.attitude(_status.event.player, trigger.player);
return get.damageEffect(trigger.player, player, _status.event.player);
})()
);
"step 1";
if (result.bool) {
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.15);
trigger.player
.chooseToDiscard("he", "弃置一张装备牌并令" + get.translation(player) + "摸一张牌,或受到1点伤害", { type: "equip" })
.set("ai", function (card) {
if (_status.event.damage > 0) return 0;
if (_status.event.noe) return 12 - get.value(card);
return 2 * _status.event.damage - get.value(card);
})
.set("damage", get.damageEffect(trigger.player, player, trigger.player))
.set("noe", trigger.player.hasSkillTag("noe"));
} else {
event.finish();
}
"step 2";
if (result.bool) {
player.draw();
} else {
trigger.player.damage();
}
},
},
suishi: {
audio: 2,
trigger: { global: "dying" },
forced: true,
popup: false,
//priority:12,
check: function () {
return false;
},
filter: function (event, player) {
return event.player != player && event.parent.name == "damage" && event.parent.source && event.parent.source != event.player;
},
content: function () {
"step 0";
var str;
if (trigger.parent.source == player) {
str = "随势:是否摸一张牌?";
} else {
str = "随势:是否令" + get.translation(player) + "摸一张牌?";
}
trigger.parent.source
.chooseBool(str)
.set("ai", function () {
return get.attitude(_status.event.player, _status.event.target) > 0;
})
.set("target", player);
"step 1";
if (result.bool) {
player.logSkill("suishi");
trigger.parent.source.line(player, "green");
player.draw();
}
},
ai: {
halfneg: true,
},
group: "suishi2",
},
suishi2: {
trigger: { global: "dieAfter" },
forced: true,
popup: false,
check: function () {
return false;
},
filter: function (event, player) {
return event.player != player && event.source && event.source != player && event.source != event.player;
},
content: function () {
"step 0";
var str;
if (trigger.source == player) {
str = "随势:是否失去1点体力?";
} else {
str = "随势:是否令" + get.translation(player) + "失去1点体力?";
}
trigger.source
.chooseBool(str)
.set("ai", function () {
return get.attitude(_status.event.player, _status.event.target) < 0;
})
.set("target", player);
"step 1";
if (result.bool) {
player.logSkill("suishi");
trigger.source.line(player, "green");
player.loseHp();
}
},
},
sijian: {
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
direct: true,
audio: 2,
preHidden: true,
filter: function (event, player) {
if (player.countCards("h")) return false;
if (event.name == "gain" && event.player == player) return false;
var evt = event.getl(player);
return evt && evt.hs && evt.hs.length > 0;
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("sijian"), "弃置一名其他角色的一张牌", function (card, player, target) {
return player != target && target.countCards("he") > 0;
})
.set("ai", function (target) {
return -get.attitude(_status.event.player, target);
})
.setHiddenSkill(event.name);
"step 1";
if (result.bool) {
player.logSkill("sijian", result.targets);
event.target = result.targets[0];
player.discardPlayerCard(event.target, true);
} else {
event.finish();
}
},
ai: {
expose: 0.2,
},
},
quji: {
audio: 2,
enable: "phaseUse",
usable: 1,
position: "he",
filterCard: true,
selectCard: function () {
var player = _status.event.player;
return player.getDamagedHp();
},
filterTarget: function (card, player, target) {
return target.hp < target.maxHp;
},
filter: function (event, player) {
return player.hp < player.maxHp;
},
selectTarget: function () {
return [1, ui.selected.cards.length];
},
complexSelect: true,
check: function (card) {
if (get.color(card) == "black") return -1;
return 9 - get.value(card);
},
content: function () {
"step 0";
target.recover();
"step 1";
if (target == targets[targets.length - 1]) {
for (var i = 0; i < cards.length; i++) {
if (get.color(cards[i], player) == "black") {
player.loseHp();
break;
}
}
}
},
ai: {
result: {
target: 1,
},
order: 6,
},
},
junbing: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return event.player.countCards("h") <= 1 && (player == event.player || player.hasSkill("junbing"));
},
direct: true,
checkx: function (target, player) {
if (target) {
var num = target.countCards("h");
var att = get.attitude(player, target);
if (num == 0) return true;
if (num == 1) return att > -1;
if (num == 2) return att > 0;
return att > 1;
}
return false;
},
content: function () {
"step 0";
event.target = player;
event.player = trigger.player;
var prompt;
if (player == event.player) prompt = "是否发动【郡兵】摸一张牌?";
else prompt = "###是否对" + get.translation(event.target) + "发动【郡兵】?###" + (event.player == event.target ? "摸一张牌" : "摸一张牌,将所有手牌交给该角色,然后该角色交给你等量的手牌");
event.player.chooseBool(prompt).set("choice", lib.skill.junbing.checkx(event.target, event.player));
"step 1";
if (!result.bool) {
event.finish();
return;
}
target.logSkill("junbing", player);
if (player == target) event.finish();
player.draw();
"step 2";
var cards = player.getCards("h");
player.give(cards, target);
event.num = cards.length;
"step 3";
var he = target.getCards("he");
if (!he.length) event.finish();
else if (he.length <= num) event._result = { cards: he };
else target.chooseCard("选择还给" + get.translation(player) + "的牌", true, event.num, "he");
"step 4";
target.give(result.cards, player);
},
},
xiongyi: {
skillAnimation: true,
animationColor: "gray",
unique: true,
enable: "phaseUse",
audio: 2,
limited: true,
filterTarget: function (card, player, target) {
if (get.mode() == "guozhan") {
if (player == target) return true;
if (player.identity == "unknown") {
if (!player.wontYe("qun")) return false;
return target.identity == "qun";
}
return target.isFriendOf(player);
} else {
return true;
}
},
multitarget: true,
multiline: true,
selectTarget: function () {
if (get.mode() == "guozhan") return -1;
return [1, Infinity];
},
content: function () {
"step 0";
player.awakenSkill("xiongyi");
game.asyncDraw(targets, 3);
"step 1";
if (player.isDamaged()) {
if (get.mode() == "guozhan") {
if (player.isMinor(true)) {
player.recover();
}
} else if (player.isMinHp()) {
player.recover();
}
}
},
ai: {
order: 1,
result: {
target: function (player) {
var num = player.countCards("h");
if (player.hp == 1) return 1;
if (player.hp == 2 && num <= 2) return 1;
if (player.hp == 3 && num <= 1) return 1;
if (game.phaseNumber < game.players.length * 2) return 0;
if (player.hasUnknown()) return 0;
return 1;
},
},
},
},
gzshushen: {
audio: "shushen",
trigger: { player: "recoverAfter" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return player != current && player.sameIdentityAs(current);
});
},
content: function () {
"step 0";
event.num = trigger.num || 1;
"step 1";
player
.chooseTarget(get.prompt2("gzshushen"), function (card, player, target) {
return target != player && player.sameIdentityAs(target);
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 2";
if (result.bool) {
player.logSkill("gzshushen", result.targets);
result.targets[0].draw();
if (event.num > 1) {
event.num--;
event.goto(1);
}
}
},
ai: {
threaten: 0.8,
expose: 0.1,
},
},
shushen: {
audio: 2,
trigger: { player: "recoverAfter" },
direct: true,
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
player
.chooseTarget(get.prompt("shushen"), "令一名其他角色选择摸两张牌或回复1点体力", function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 2";
if (result.bool) {
event.count--;
player.logSkill("shushen", result.targets);
result.targets[0].chooseDrawRecover(2, true);
if (event.count) event.goto(1);
}
},
ai: {
threaten: 0.8,
expose: 0.1,
},
},
shenzhi: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
check: function (event, player) {
if (player.hp > 2) return false;
var cards = player.getCards("h");
if (cards.length < player.hp) return false;
if (cards.length > 3) return false;
for (var i = 0; i < cards.length; i++) {
if (get.value(cards[i]) > 7 || get.tag(cards[i], "recover") >= 1) return false;
}
return true;
},
filter: function (event, player) {
return player.countCards("h") > 0;
},
preHidden: true,
content: function () {
"step 0";
var cards = player.getCards("h");
event.bool = cards.length >= player.hp;
player.discard(cards);
"step 1";
if (event.bool) {
player.recover();
}
},
},
wuji: {
skillAnimation: true,
animationColor: "orange",
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
unique: true,
juexingji: true,
filter: function (event, player) {
return player.getStat("damage") >= 3 && !player.storage.wuji;
},
content: function () {
"step 0";
player.removeSkills("huxiao");
player.gainMaxHp();
"step 1";
player.recover();
player.awakenSkill("wuji");
player.storage.wuji = true;
var card = get.cardPile("qinglong", "field");
if (card) {
player.gain(card, "gain2", "log");
}
},
},
xueji_old: {
audio: "xueji",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.hp < player.maxHp && player.countCards("he", { color: "red" }) > 0;
},
filterTarget: function (card, player, target) {
return player != target && get.distance(player, target, "attack") <= 1;
},
selectTarget: function () {
return [1, _status.event.player.maxHp - _status.event.player.hp];
},
position: "he",
filterCard: function (card) {
return get.color(card) == "red";
},
check: function (card) {
return 8 - get.useful(card);
},
content: function () {
"step 0";
target.damage();
"step 1";
target.draw();
},
ai: {
order: 7,
result: {
target: function (player, target) {
return get.damageEffect(target, player);
},
},
threaten: function (player, target) {
if (target.hp == 1) return 2;
if (target.hp == 2) return 1.5;
return 0.5;
},
maixie: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (target.hp == target.maxHp && target.hasFriend()) return [0, 1];
}
if (get.tag(card, "recover") && player.hp >= player.maxHp - 1) return [0, 0];
},
},
},
},
//FW关银屏
oldhuxiao: {
shaRelated: true,
audio: "huxiao",
trigger: { player: "shaMiss" },
forced: true,
content: function () {
if (player.stat[player.stat.length - 1].card.sha > 0) {
player.stat[player.stat.length - 1].card.sha--;
}
},
},
oldwuji: {
unique: true,
audio: "wuji",
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return player.getStat("damage") >= 3 && !player.storage.oldwuji;
},
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "orange",
content: function () {
"step 0";
player.removeSkills("oldhuxiao");
player.gainMaxHp();
"step 1";
player.recover();
player.awakenSkill("oldwuji");
},
},
xueji: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("he", { color: "red" }) > 0;
},
filterTarget: true,
selectTarget: function () {
var player = _status.event.player;
return [1, Math.max(1, player.getDamagedHp())];
},
position: "he",
filterCard: { color: "red" },
check: function (card) {
return 8 - get.value(card);
},
multitarget: true,
multiline: true,
line: "fire",
content: function () {
"step 0";
event.delay = false;
for (var i = 0; i < targets.length; i++) {
if (!targets[i].isLinked()) {
targets[i].link(true);
event.delay = true;
}
}
"step 1";
if (event.delay) {
game.delay();
}
"step 2";
targets[0].damage("fire", "nocard");
},
ai: {
damage: true,
fireAttack: true,
threaten: 1.5,
order: 7,
result: {
target: function (player, target) {
var eff = get.damageEffect(target, player, target, "fire");
if (target.isLinked()) {
return eff / 10;
} else {
return eff;
}
},
},
},
},
huxiao: {
trigger: { source: "damageSource" },
forced: true,
filter: function (event, player) {
if (event._notrigger.includes(event.player) || !event.player.isIn()) return false;
return event.hasNature("fire");
},
logTarget: "player",
content: function () {
if (!player.storage.huxiao3) {
player.storage.huxiao3 = [];
}
player.storage.huxiao3.add(trigger.player);
trigger.player.draw();
player.addTempSkill("huxiao3");
},
},
huxiao3: {
onremove: true,
mark: true,
intro: {
content: "players",
},
mod: {
cardUsableTarget: function (card, player, target) {
if (player.storage.huxiao3 && player.storage.huxiao3.includes(target)) return true;
},
},
},
aocai: {
audio: 2,
audioname: ["gz_zhugeke"],
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard: function (player, name) {
if (player != _status.currentPhase && get.type(name) == "basic" && lib.inpile.includes(name)) return true;
},
filter: function (event, player) {
if (event.responded || player == _status.currentPhase || event.aocai) return false;
for (var i of lib.inpile) {
if (get.type(i) == "basic" && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
}
return false;
},
delay: false,
content: function () {
"step 0";
var evt = event.getParent(2);
evt.set("aocai", true);
var cards = get.cards(get.mode() != "guozhan" && player.countCards("h") == 0 ? 4 : 2);
for (var i = cards.length - 1; i >= 0; i--) {
ui.cardPile.insertBefore(cards[i].fix(), ui.cardPile.firstChild);
}
var aozhan = player.hasSkill("aozhan");
player
.chooseButton(["傲才:选择要" + (evt.name == "chooseToUse" ? "使用" : "打出") + "的牌", cards])
.set("filterButton", function (button) {
return _status.event.cards.includes(button.link);
})
.set(
"cards",
cards.filter(function (card) {
if (aozhan && card.name == "tao") {
return (
evt.filterCard(
{
name: "sha",
isCard: true,
cards: [card],
},
evt.player,
evt
) ||
evt.filterCard(
{
name: "shan",
isCard: true,
cards: [card],
},
evt.player,
evt
)
);
}
return evt.filterCard(card, evt.player, evt);
})
)
.set("ai", function (button) {
var evt = _status.event.getParent(3);
if (evt && evt.ai) {
var tmp = _status.event;
_status.event = evt;
var result = (evt.ai || event.ai1)(button.link, _status.event.player, evt);
_status.event = tmp;
return result;
}
return 1;
});
"step 1";
var evt = event.getParent(2);
if (result.bool && result.links && result.links.length) {
var card = result.links[0];
var name = card.name,
aozhan = player.hasSkill("aozhan") && name == "tao";
if (aozhan) {
name = evt.filterCard(
{
name: "sha",
isCard: true,
cards: [card],
},
evt.player,
evt
)
? "sha"
: "shan";
}
if (evt.name == "chooseToUse") {
game.broadcastAll(
function (result, name) {
lib.skill.aocai_backup.viewAs = {
name: name,
cards: [result],
isCard: true,
};
},
card,
name
);
evt.set("_backupevent", "aocai_backup");
evt.set("openskilldialog", "请选择" + get.translation(card) + "的目标");
evt.backup("aocai_backup");
} else {
delete evt.result.skill;
delete evt.result.used;
evt.result.card = get.autoViewAs(result.links[0]);
if (aozhan) evt.result.card.name = name;
evt.result.cards = [result.links[0]];
evt.redo();
return;
}
}
evt.goto(0);
},
ai: {
effect: {
target: function (card, player, target, effect) {
if (get.tag(card, "respondShan")) return 0.7;
if (get.tag(card, "respondSha")) return 0.7;
},
},
order: 11,
respondShan: true,
respondSha: true,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
},
aocai_backup: {
sourceSkill: "aocai",
precontent: function () {
delete event.result.skill;
var name = event.result.card.name,
cards = event.result.card.cards.slice(0);
event.result.cards = cards;
var rcard = cards[0],
card;
if (rcard.name == name) card = get.autoViewAs(rcard);
else card = get.autoViewAs({ name, isCard: true });
event.result.card = card;
},
filterCard: function () {
return false;
},
selectCard: -1,
},
hongyuan: {
trigger: { player: "phaseDrawBegin2" },
direct: true,
audio: 2,
filter: function (event, player) {
return !event.numFixed && event.num > 0;
},
content: function () {
"step 0";
var check;
if (player.countCards("h") == 0) {
check = false;
} else {
check =
game.countPlayer(function (current) {
return player != current && get.attitude(player, current) > 1;
}) >= 2;
}
if (get.is.versus()) {
event.versus = true;
player.chooseBool(get.prompt2("hongyuan")).ai = function () {
return (
game.countPlayer(function (current) {
return player.side == current.side;
}) > 2
);
};
} else {
player
.chooseTarget(
get.prompt2("hongyuan"),
[1, 2],
function (card, player, target) {
return player != target;
},
function (target) {
if (!_status.event.check) return 0;
return get.attitude(_status.event.player, target);
}
)
.set("check", check);
}
"step 1";
if (result.bool) {
var targets;
if (event.versus) {
targets = game.filterPlayer(function (current) {
return current != player && current.side == player.side;
});
} else {
targets = result.targets;
}
player.logSkill("hongyuan", targets);
game.asyncDraw(targets);
trigger.num--;
}
},
},
huanshi: {
audio: 2,
trigger: { global: "judge" },
filter: function (event, player) {
return player.countCards("he") > 0;
},
logTarget: "player",
check: function (event, player) {
if (get.attitude(player, event.player) <= 0) return false;
var cards = player.getCards("he");
var judge = event.judge(event.player.judging[0]);
for (var i = 0; i < cards.length; i++) {
var judge2 = event.judge(cards[i]);
if (judge2 > judge) return true;
if (_status.currentPhase != player && judge2 == judge && get.color(cards[i]) == "red" && get.useful(cards[i]) < 5) return true;
}
return false;
},
content: function () {
"step 0";
var target = trigger.player;
var judge = trigger.judge(target.judging[0]);
var attitude = get.attitude(target, player);
target
.choosePlayerCard("请选择代替判定的牌", "he", "visible", true, player)
.set("ai", function (button) {
var card = button.link;
var judge = _status.event.judge;
var attitude = _status.event.attitude;
var result = trigger.judge(card) - judge;
var player = _status.event.player;
if (result > 0) {
return 20 + result;
}
if (result == 0) {
if (_status.currentPhase == player) return 0;
if (attitude >= 0) {
return get.color(card) == "red" ? 7 : 0 - get.value(card);
} else {
return get.color(card) == "black" ? 10 : 0 + get.value(card);
}
}
if (attitude >= 0) {
return get.color(card) == "red" ? 0 : -10 + result;
} else {
return get.color(card) == "black" ? 0 : -10 + result;
}
})
.set("filterButton", function (button) {
var player = _status.event.target;
var card = button.link;
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
})
.set("judge", judge)
.set("attitude", attitude);
"step 1";
if (result.bool) {
event.card = result.links[0];
player.respond(event.card, "highlight", "noOrdering").nopopup = true;
} else {
event.finish();
}
"step 2";
if (result.bool) {
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0] = event.card;
trigger.orderingCards.add(event.card);
game.log(trigger.player, "的判定牌改为", event.card);
game.delay(2);
}
},
ai: {
rejudge: true,
tag: {
rejudge: 1,
},
},
},
mingzhe: {
audio: 2,
trigger: {
player: ["useCard", "respond", "loseAfter"],
global: "loseAsyncAfter",
},
frequent: true,
filter: function (event, player) {
if (player == _status.currentPhase) return false;
if (event.name.indexOf("lose") != 0) return get.color(event.card) == "red";
if (event.type != "discard") return false;
var evt = event.getl(player);
if (evt && evt.cards2) {
for (var i = 0; i < evt.cards2.length; i++) {
if (get.color(evt.cards2[i], player) == "red") return true;
}
}
return false;
},
content: function () {
"step 0";
event.count = 1;
if (trigger.name.indexOf("lose") == 0) {
event.count = 0;
var evt = trigger.getl(player);
for (var i = 0; i < evt.cards2.length; i++) {
if (get.color(evt.cards2[i], player) == "red") event.count++;
}
}
"step 1";
player.draw();
event.count--;
"step 2";
if (event.count && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
player.chooseBool(get.prompt2("mingzhe")).set("frequentSkill", event.name);
} else event.finish();
"step 3";
if (result.bool) {
player.logSkill("mingzhe");
event.goto(1);
}
},
ai: {
threaten: 0.7,
},
},
duwu: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return (
player.hasSkill("duwu2") == false &&
game.hasPlayer(function (current) {
return current.hp > 0 && current.hp <= player.countCards("he") && player.inRange(current);
})
);
},
filterCard: function () {
if (ui.selected.targets.length) return false;
return true;
},
position: "he",
selectCard: [1, Infinity],
complexSelect: true,
complexCard: true,
filterTarget: function (card, player, target) {
return target != player && target.hp > 0 && player.inRange(target) && ui.selected.cards.length == target.hp;
},
check: function (card) {
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
return current != player && current.hp > 0 && player.inRange(current) && ui.selected.cards.length == current.hp && get.damageEffect(current, player, player) > 0;
})
)
return 0;
switch (ui.selected.cards.length) {
case 0:
return 8 - get.value(card);
case 1:
return 6 - get.value(card);
case 2:
return 3 - get.value(card);
default:
return 0;
}
},
content: function () {
player.addTempSkill("duwu3");
target.damage("nocard");
},
ai: {
damage: true,
order: 2,
result: {
target: function (player, target) {
return get.damageEffect(target, player);
},
},
threaten: 1.5,
expose: 0.3,
},
},
duwu2: { charlotte: true },
duwu3: {
trigger: { global: "dyingAfter" },
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return event.player.isIn() && event.reason && event.reason.getParent().name == "duwu";
},
content: function () {
player.loseHp();
player.addTempSkill("duwu2");
},
},
yicong: {
trigger: {
player: ["changeHp"],
},
audio: 2,
audioname: ["re_gongsunzan"],
forced: true,
filter: function (event, player) {
return get.sgn(player.hp - 2.5) != get.sgn(player.hp - 2.5 - event.num);
},
content: function () {},
mod: {
globalFrom: function (from, to, current) {
if (from.hp > 2) return current - 1;
},
globalTo: function (from, to, current) {
if (to.hp <= 2) return current + 1;
},
},
ai: {
threaten: 0.8,
},
},
yongsi: {
audio: 2,
group: ["yongsi1", "yongsi2"],
locked: true,
ai: {
threaten: 3.2,
},
},
yongsi1: {
audio: true,
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
trigger.num += game.countGroup();
},
},
yongsi2: {
audio: true,
trigger: { player: "phaseDiscardBegin" },
forced: true,
content: function () {
player.chooseToDiscard(game.countGroup(), "he", true);
},
},
bifa: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
audio: 2,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player.chooseCardTarget({
filterCard: true,
filterTarget: function (card, player, target) {
return player != target && !target.getExpansions("bifa2").length;
},
ai1: function (card) {
return 7 - get.value(card);
},
ai2: function (target) {
var num = target.hasSkillTag("maixie") ? 2 : 0;
return -get.attitude(_status.event.player, target) - num;
},
prompt: get.prompt2("bifa"),
});
"step 1";
if (result.bool) {
event.forceDie = true;
var target = result.targets[0];
event.target = target;
player.logSkill("bifa", result.targets[0]);
event.card = result.cards[0];
target.storage.bifa2 = [result.cards[0], player];
if (!_status.connectMode && player.isUnderControl(true)) player.$giveAuto(result.cards[0], target, false);
else player.$give(1, target, false);
target.addToExpansion(result.cards[0]).gaintag.add("bifa2");
} else event.finish();
"step 2";
if (target.getExpansions("bifa2").includes(card)) {
target.addSkill("bifa2");
} else delete target.storage.bifa2;
},
ai: {
threaten: 1.7,
expose: 0.3,
},
},
bifa2: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
charlotte: true,
audio: false,
filter: function (event, player) {
return player.storage.bifa2 && player.getExpansions("bifa2").includes(player.storage.bifa2[0]);
},
content: function () {
"step 0";
if (player.storage.bifa2[1].isIn() && player.countCards("h")) {
player
.chooseCard(get.translation(player.storage.bifa2[1]) + "的笔伐牌为:", function (card) {
return get.type(card, "trick") == _status.event.type;
})
.set("ai", function (card) {
return 8 - get.value(card);
})
.set("type", get.type(player.storage.bifa2[0], "trick"))
.set("promptx", [[player.storage.bifa2[0]], "请交给其一张与此牌类别相同的手牌,否则失去1点体力"]);
} else {
event.directfalse = true;
}
"step 1";
if (result.bool && !event.directfalse) {
player.give(result.cards, player.storage.bifa2[1]);
player.gain(player.storage.bifa2[0], "draw");
} else {
player.loseHp();
}
"step 2";
player.removeSkill("bifa2");
},
marktext: "檄",
intro: {
markcount: () => 1,
name: "笔伐",
content: "已成为〖笔伐〗的目标",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
delete player.storage[skill];
},
},
songci: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
if (!player.storage.songci) return true;
return game.hasPlayer(function (current) {
return !player.storage.songci.includes(current);
});
},
init: function (player) {
if (!player.storage.songci) player.storage.songci = [];
},
filterTarget: function (card, player, target) {
return !player.storage.songci || !player.storage.songci.includes(target);
},
content: function () {
if (target.countCards("h") > target.hp) {
target.chooseToDiscard(2, "he", true);
} else {
target.draw(2);
}
if (!player.storage.songci) player.storage.songci = [];
player.storage.songci.push(target);
player.storage.songci.sortBySeat();
player.markSkill("songci");
},
intro: {
content: "已对$发动过〖颂词〗",
},
ai: {
order: 7,
threaten: 1.6,
expose: 0.2,
result: {
target: function (player, target) {
if (target.countCards("h") <= target.hp) {
return 1;
} else if (target.countCards("h") > target.hp) {
return -1;
}
},
},
},
group: "songci_draw",
},
songci_draw: {
audio: "songci",
trigger: { player: "phaseDiscardEnd" },
forced: true,
filter: function (event, player) {
if (!player.storage.songci) return false;
return !game.hasPlayer(function (current) {
return !player.storage.songci.includes(current);
});
},
content: function () {
player.draw();
},
},
baobian: {
audio: 2,
trigger: { player: ["phaseBefore", "changeHp"] },
forced: true,
popup: false,
init: function (player) {
if (game.online) return;
player.removeAdditionalSkill("baobian");
var list = [];
if (player.hp <= 3) {
//if(trigger.num!=undefined&&trigger.num<0&&player.hp-trigger.num>1) player.logSkill('baobian');
list.push("oltiaoxin");
}
if (player.hp <= 2) {
list.push("olpaoxiao");
}
if (player.hp <= 1) {
list.push("xinshensu");
}
if (list.length) {
player.addAdditionalSkill("baobian", list);
}
},
derivation: ["oltiaoxin", "olpaoxiao", "xinshensu"],
content: function () {
player.removeAdditionalSkill("baobian");
var list = [];
if (player.hp <= 3) {
if (trigger.num != undefined && trigger.num < 0 && player.hp - trigger.num > 1) player.logSkill("baobian");
list.push("oltiaoxin");
}
if (player.hp <= 2) {
list.push("olpaoxiao");
}
if (player.hp <= 1) {
list.push("xinshensu");
}
if (list.length) {
player.addAdditionalSkill("baobian", list);
}
},
ai: {
maixie: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (!target.hasFriend()) return;
if (target.hp >= 4) return [0, 1];
}
if (get.tag(card, "recover") && player.hp >= player.maxHp - 1) return [0, 0];
},
},
},
},
chongzhen: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
filter: function (event, player) {
if (event.card.name != "sha" && event.card.name != "shan") return false;
if (!event.skill || event.skill.indexOf("fanghun") + event.skill.indexOf("longdan") == -2) return false;
var target = lib.skill.chongzhen.logTarget(event, player);
return target && target.countGainableCards(player, "h") > 0;
},
logTarget: function (event, player) {
if (event.name == "respond") return event.source;
if (event.card.name == "sha") return event.targets[0];
return event.respondTo[0];
},
prompt2: function (event, player) {
var target = lib.skill.chongzhen.logTarget(event, player);
return "获得" + get.translation(target) + "的一张手牌";
},
content: function () {
var target = lib.skill.chongzhen.logTarget(trigger, player);
player.gainPlayerCard(target, "h", true);
},
ai: {
combo: "ollongdan",
mingzhi: false,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "respondShan") || get.tag(card, "respondSha")) {
if (get.attitude(target, player) <= 0) {
if (current > 0) return;
if (target.countCards("h") == 0) return 1.6;
if (target.countCards("h") == 1) return 1.2;
if (target.countCards("h") == 2) return [0.8, 0.2, 0, -0.2];
return [0.4, 0.7, 0, -0.7];
}
}
},
},
},
},
lihun: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player != target && target.hasSex("male");
},
filterCard: true,
position: "he",
content: function () {
player.gainPlayerCard(target, true, "h", target.countCards("h"));
player.turnOver();
player.addSkill("lihun2");
player.storage.lihun = target;
},
check: function (card) {
return 8 - get.value(card);
},
ai: {
order: 10,
result: {
player: function (player) {
if (player.classList.contains("turnedover")) return 10;
return 0;
},
target: function (player, target) {
if (target.countCards("h") > target.hp) return target.hp - target.countCards("h");
return 0;
},
},
threaten: 1.5,
effect: {
target: function (card) {
if (card.name == "guiyoujie") return [0, 2];
},
},
},
},
lihun2: {
trigger: { player: "phaseUseEnd" },
forced: true,
popup: false,
audio: false,
content: function () {
"step 0";
var cards = player.getCards("he");
player.removeSkill("lihun2");
if (player.storage.lihun.classList.contains("dead") || player.storage.lihun.hp <= 0 || cards.length == 0) {
event.finish();
} else {
if (cards.length < player.storage.lihun.hp) event._result = { bool: true, cards: cards };
else player.chooseCard("he", true, player.storage.lihun.hp, "离魂:选择要交给" + get.translation(player.storage.lihun) + "的牌");
}
"step 1";
player.give(result.cards, player.storage.lihun);
},
},
yuanhu: {
audio: 3,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("he", { type: "equip" }) > 0;
},
content: function () {
"step 0";
player.chooseCardTarget({
filterCard: function (card) {
return get.type(card) == "equip";
},
position: "he",
filterTarget: function (card, player, target) {
return target.canEquip(card);
},
ai1: function (card) {
return 6 - get.value(card);
},
ai2: function (target) {
return get.attitude(_status.event.player, target) - 3;
},
prompt: get.prompt2("yuanhu"),
});
"step 1";
if (result.bool) {
player.logSkill("yuanhu", result.targets);
var thisTarget = result.targets[0];
var thisCard = result.cards[0];
thisTarget.equip(thisCard);
event.target = thisTarget;
if (thisTarget != player) {
player.$give(thisCard, thisTarget, false);
}
switch (get.subtype(thisCard)) {
case "equip1": {
if (
!game.hasPlayer(function (current) {
return get.distance(thisTarget, current) <= 1;
})
) {
event.finish();
return;
}
game.delay();
player
.chooseTarget(true, function (card, player, target) {
return get.distance(_status.event.thisTarget, target) <= 1 && target.countCards("hej");
})
.set("ai", function (target) {
var attitude = get.attitude(_status.event.player, target);
if (attitude > 0 && target.countCards("j")) {
return attitude * 1.5;
}
return -attitude;
})
.set("thisTarget", thisTarget);
return;
}
case "equip2": {
thisTarget.draw();
event.finish();
return;
}
case "equip5": {
event.finish();
return;
}
default: {
thisTarget.recover();
event.finish();
return;
}
}
} else {
event.finish();
}
"step 2";
if (result.targets.length) {
player.discardPlayerCard(true, result.targets[0], "hej");
}
},
},
tianming: {
audio: 2,
trigger: { target: "useCardToTargeted" },
check: function (event, player) {
var cards = player.getCards("h");
if (cards.length <= 2) {
for (var i = 0; i < cards.length; i++) {
if (cards[i].name == "shan" || cards[i].name == "tao") return false;
}
}
return true;
},
filter: function (event, player) {
return event.card.name == "sha";
},
content: function () {
"step 0";
player.chooseToDiscard(2, true, "he");
player.draw(2);
var players = game.filterPlayer();
players.sort(function (a, b) {
return b.hp - a.hp;
});
if (players[0].hp > players[1].hp && players[0] != player) {
players[0].chooseBool(get.prompt2("tianming"));
event.player = players[0];
} else {
event.finish();
}
"step 1";
if (result.bool) {
player.chooseToDiscard(2, true, "he");
player.draw(2);
}
},
ai: {
effect: {
target_use(card, player, target, current) {
if (card.name == "sha") return [1, 0.5];
},
},
},
},
mizhao: {
enable: "phaseUse",
usable: 1,
audio: 2,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterCard: true,
selectCard: -1,
filterTarget: function (card, player, target) {
return player != target;
},
discard: false,
lose: false,
delay: false,
ai: {
order: 1,
result: {
player: 0,
target: function (player, target) {
if (target.hasSkillTag("nogain")) return 0;
if (player.countCards("h") > 1) {
return 1;
}
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (players[i].countCards("h") && players[i] != target && players[i] != player && get.attitude(player, players[i]) < 0) {
break;
}
}
if (i == players.length) {
return 1;
}
return -2 / (target.countCards("h") + 1);
},
},
},
content: function () {
"step 0";
event.target1 = targets[0];
player.give(cards, targets[0], "giveAuto");
"step 1";
if (!targets[0].countCards("h")) {
event.finish();
return;
}
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (players[i] != event.target1 && players[i] != player && event.target1.canCompare(players[i])) {
break;
}
}
if (i == players.length) {
event.finish();
}
"step 2";
player
.chooseTarget(true, "选择拼点目标", function (card, player, target) {
return _status.event.target1.canCompare(target) && target != player;
})
.set("ai", function (target) {
var player = _status.event.player;
var eff = get.effect(target, { name: "sha" }, _status.event.target1, player);
var att = get.attitude(player, target);
if (att > 0) {
return eff - 10;
}
return eff;
})
.set("target1", event.target1)
.set("forceDie", true);
"step 3";
if (result.targets.length) {
event.target2 = result.targets[0];
event.target1.line(event.target2);
event.target1.chooseToCompare(event.target2);
} else {
event.finish();
}
"step 4";
if (!result.tie) {
if (result.bool) {
if (event.target1.canUse({ name: "sha", isCard: true }, event.target2, false)) event.target1.useCard({ name: "sha", isCard: true }, event.target2);
} else if (event.target2.canUse({ name: "sha", isCard: true }, event.target1, false)) {
event.target2.useCard({ name: "sha", isCard: true }, event.target1);
}
}
},
},
gongao: {
audio: 2,
trigger: { global: "dieAfter" },
forced: true,
content: function () {
player.gainMaxHp();
player.recover();
},
ai: {
threaten: 1.5,
},
},
juyi: {
skillAnimation: true,
animationColor: "thunder",
audio: 1,
derivation: ["benghuai", "weizhong"],
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return player.maxHp > game.countPlayer() && !player.storage.juyi;
},
forced: true,
unique: true,
juexingji: true,
content: function () {
player.awakenSkill("juyi");
player.draw(player.maxHp);
player.addSkills(["benghuai", "weizhong"]);
},
},
benghuai_zhugedan: { audio: 1 },
weizhong: {
audio: 1,
trigger: { player: ["gainMaxHpEnd", "loseMaxHpEnd"] },
forced: true,
content: function () {
player.draw(player.isMinHandcard() ? 2 : 1);
},
},
kuangfu: {
trigger: { source: "damageSource" },
audio: 2,
filter: function (event) {
if (event._notrigger.includes(event.player)) return false;
return event.card && event.card.name == "sha" && event.player.countCards("e");
},
logTarget: "player",
preHidden: true,
check: function (event, player) {
return get.attitude(player, event.player) <= 0;
},
content: function () {
"step 0";
var neg = get.attitude(player, trigger.player) <= 0;
player
.choosePlayerCard("e", trigger.player)
.set("ai", function (button) {
if (_status.event.neg) {
return get.buttonValue(button);
}
return 0;
})
.set("neg", neg);
"step 1";
if (result.bool) {
event.card = result.links[0];
if (player.canEquip(event.card)) {
player.chooseBool("是否将" + get.translation(event.card) + "置入自己的装备区?").ai = function () {
return true;
};
} else event._result = { bool: false };
} else event.finish();
"step 2";
if (result.bool) {
trigger.player.$give(event.card, player, false);
player.equip(event.card);
} else trigger.player.discard(event.card);
},
},
xinfu_lingren: {
audio: 2,
trigger: {
player: "useCardToPlayered",
},
filter: function (event, player) {
if (event.getParent().triggeredTargets3.length > 1) return false;
if (!["basic", "trick"].includes(get.type(event.card))) return false;
if (get.tag(event.card, "damage")) return true;
return false;
},
usable: 1,
direct: true,
derivation: ["lingren_jianxiong", "lingren_xingshang"],
content: function () {
"step 0";
player
.chooseTarget(get.prompt("xinfu_lingren"), "选择一名目标角色并猜测其手牌构成", function (card, player, target) {
return _status.event.targets.includes(target);
})
.set("ai", function (target) {
return 2 - get.attitude(_status.event.player, target);
})
.set("targets", trigger.targets);
"step 1";
if (result.bool) {
player.logSkill("xinfu_lingren", result.targets);
var target = result.targets[0];
event.target = target;
event.choice = {
basic: false,
trick: false,
equip: false,
};
player.chooseButton(["凌人:猜测其有哪些类别的手牌", [["basic", "trick", "equip"], "vcard"]], [0, 3], true).set("ai", function (button) {
switch (button.link[2]) {
case "basic":
var rand = 0.95;
if (!target.countCards("h", { type: ["basic"] })) rand = 0.05;
if (!target.countCards("h")) rand = 0;
return Math.random() < rand ? true : false;
case "trick":
var rand = 0.9;
if (!target.countCards("h", { type: ["trick", "delay"] })) rand = 0.1;
if (!target.countCards("h")) rand = 0;
return Math.random() < rand ? true : false;
case "equip":
var rand = 0.75;
if (!target.countCards("h", { type: ["equip"] })) rand = 0.25;
if (!target.countCards("h")) rand = 0;
return Math.random() < rand ? true : false;
}
});
} else {
player.storage.counttrigger.xinfu_lingren--;
event.finish();
}
"step 2";
if (result.bool) {
var choices = result.links.map(i => i[2]);
if (!event.isMine() && !event.isOnline()) game.delayx();
var list = [];
event.num = 0;
["basic", "trick", "equip"].forEach(type => {
if (choices.includes(type) == target.hasCard({ type: type }, "h")) event.num++;
});
}
"step 3";
player.popup("猜对" + get.cnNumber(event.num) + "项");
game.log(player, "猜对了" + get.cnNumber(event.num) + "项");
if (event.num > 0) {
target.addTempSkill("lingren_adddamage");
target.storage.lingren = {
card: trigger.card,
//player:event.targett,
};
}
if (event.num > 1) player.draw(2);
if (event.num > 2) {
player.addTempSkills(["lingren_jianxiong", "lingren_xingshang"], {
player: "phaseBegin",
});
}
},
ai: {
threaten: 2.4,
},
},
lingren_adddamage: {
onremove: function (player) {
delete player.storage.lingren;
},
trigger: {
player: "damageBegin3",
},
filter: function (event, player) {
var info = player.storage.lingren;
return event.card && event.card == info.card;
},
silent: true,
popup: false,
forced: true,
charlotte: true,
content: function () {
trigger.num++;
},
},
lingren_jianxiong: {
audio: 1,
trigger: {
player: "damageEnd",
},
content: function () {
"step 0";
if (get.itemtype(trigger.cards) == "cards" && get.position(trigger.cards[0], true) == "o") {
player.gain(trigger.cards, "gain2");
}
player.draw("nodelay");
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
if (get.tag(card, "damage") && player != target) return [1, 0.6];
},
},
},
},
lingren_xingshang: {
audio: 1,
inherit: "rexingshang",
},
xinfu_fujian: {
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
filter: function (event, player) {
return !game.hasPlayer(function (current) {
return current.countCards("h") == 0;
});
},
forced: true,
content: function () {
event.num = 0;
var list = game.filterPlayer(function (target) {
if (target.isMinHandcard()) event.num = target.countCards("h");
return player != target;
});
if (event.num < 1) {
event.finish();
} else {
var target = list.randomGet();
var cards = target.getCards("h").randomGets(event.num);
player.line(target);
var content = [get.translation(target) + "的部分手牌", cards];
game.log(player, "观看了", target, "的部分手牌");
player.chooseControl("ok").set("dialog", content);
}
},
},
fujian: {
audio: "xinfu_fujian",
trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] },
filter(event, player) {
return game.hasPlayer(target => target != player && target.countCards("h") && !target.isMaxHandcard());
},
forced: true,
async content(event, trigger, player) {
const target = game
.filterPlayer(target => {
return target != player && target.countCards("h") && !target.isMaxHandcard();
})
.randomGet();
player.line(target);
game.log(player, "观看了", target, "的手牌");
player.viewHandcards(target);
},
},
xinfu_xionghuo: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return player.countMark("xinfu_xionghuo") > 0;
},
filterTarget: function (card, player, target) {
return player != target && !target.hasMark("xinfu_xionghuo");
},
content: function () {
player.removeMark("xinfu_xionghuo", 1);
target.addMark("xinfu_xionghuo", 1);
},
ai: {
order: 11,
result: {
target: function (player, target) {
if (
(player.countMark("xinfu_xionghuo") >= 2 ||
!game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) < 0 && current.hasMark("xinfu_xionghuo");
})) &&
player.countCards("h", function (card) {
return (
get.tag(card, "damage") &&
player.canUse(card, target, null, true) &&
player.getUseValue(card) > 0 &&
get.effect_use(target, card, player) > 0 &&
target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
})
);
})
)
return 3 / Math.max(1, target.hp);
if (
(!player.hasUnknown() &&
game.countPlayer(function (current) {
return get.attitude(player, current) < 0;
}) <= 1) ||
player.countMark("xinfu_xionghuo") >= 2
) {
return -1;
}
return 0;
},
},
effect: {
player: function (card, player, target) {
if (
player != target &&
get.tag(card, "damage") &&
target &&
target.hasMark("xinfu_xionghuo") &&
!target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
})
)
return [1, 0, 1, -2];
},
},
threaten: 1.6,
},
marktext: "戾",
intro: {
name: "暴戾",
content: "mark",
},
group: ["xinfu_xionghuo_init", "xinfu_xionghuo_damage", "xinfu_xionghuo_effect"],
subSkill: {
init: {
audio: "xinfu_xionghuo",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter: function (event, player) {
if (player.countMark("xinfu_xionghuo") >= 3) return false;
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
locked: false,
content: function () {
player.addMark("xinfu_xionghuo", 3 - player.countMark("xinfu_xionghuo"));
},
},
damage: {
audio: "xinfu_xionghuo",
trigger: { source: "damageBegin1" },
filter: function (event, player) {
return event.player.countMark("xinfu_xionghuo") > 0 && event.player != player;
},
forced: true,
locked: false,
logTarget: "player",
content: function () {
trigger.num++;
},
},
effect: {
audio: "xinfu_xionghuo",
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
return event.player.countMark("xinfu_xionghuo") > 0 && event.player != player;
},
line: false,
forced: true,
locked: false,
logTarget: "player",
content: function () {
"step 0";
trigger.player.removeMark("xinfu_xionghuo", trigger.player.countMark("xinfu_xionghuo"));
"step 1";
var num = get.rand(0, 2);
switch (num) {
case 0: {
player.line(trigger.player, "fire");
trigger.player.damage("fire");
trigger.player.addTempSkill("xinfu_xionghuo_disable");
trigger.player.markAuto("xinfu_xionghuo_disable", [player]);
break;
}
case 1: {
player.line(trigger.player, "water");
trigger.player.loseHp();
trigger.player.addMark("xinfu_xionghuo_low", 1, false);
trigger.player.addTempSkill("xinfu_xionghuo_low");
break;
}
case 2: {
player.line(trigger.player, "green");
/*
var card1=trigger.player.getCards('h').randomGet();
var card2=trigger.player.getCards('e').randomGet();
var list=[];
if(card1) list.push(card1);
if(card2) list.push(card2);
if(list.length) player.gain(list,trigger.player,'giveAuto','bySelf');
*/
const cards = trigger.player.getGainableCards(player, "he");
if (cards.length) player.gain(cards.randomGets(2), trigger.player, "giveAuto", "bySelf");
break;
}
}
"step 2";
game.delay();
},
},
disable: {
mod: {
playerEnabled: function (card, player, target) {
if (card.name == "sha" && player.getStorage("xinfu_xionghuo_disable").includes(target)) return false;
},
},
charlotte: true,
onremove: true,
mark: true,
marktext: "禁",
intro: { content: "不能对$使用【杀】" },
},
low: {
mod: {
maxHandcard: function (player, num) {
return num - player.countMark("xinfu_xionghuo_low");
},
},
charlotte: true,
onremove: true,
mark: true,
marktext: "减",
intro: { content: "手牌上限-#" },
},
},
},
xinfu_shajue: {
audio: 2,
trigger: { global: "dying" },
filter: function (event, player) {
if (event.player == player) return false;
const bool1 = !player.hasSkill("xinfu_xionghuo") || player.countMark("xinfu_xionghuo") < 3;
const bool2 = event.player.hp < 0 && get.itemtype(event.parent.cards) == "cards" && event.parent.cards.some(card => get.position(card, true) == "o");
return bool1 || bool2;
},
forced: true,
content: function () {
if (!player.hasSkill("xinfu_xionghuo") || player.countMark("xinfu_xionghuo") < 3) player.addMark("xinfu_xionghuo", 1);
if (trigger.player.hp < 0 && get.itemtype(trigger.parent.cards) == "cards" && trigger.parent.cards.some(card => get.position(card, true) == "o")) {
player.gain(
trigger.parent.cards.filter(card => get.position(card, true) == "o"),
"gain2"
);
}
},
},
xinfu_jianjie: { audio: 3 },
jianjie: {
group: ["jianjie_use", "jianjie_die"],
derivation: ["jianjie_huoji", "jianjie_lianhuan", "jianjie_yeyan"],
audio: "xinfu_jianjie",
trigger: {
player: "phaseZhunbeiBegin",
},
forced: true,
locked: false,
filter: function (event, player) {
return player.phaseNumber <= 1 && game.hasPlayer(current => current != player);
},
content: function () {
"step 0";
player.chooseTarget("荐杰:选择一名其他角色获得“龙印”", lib.filter.notMe, true).set("ai", target => {
return get.attitude(get.player(), target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
lib.skill.jianjie.addMark("huoji", player, target);
event.target = target;
game.delayx();
} else event.finish();
"step 2";
if (
game.hasPlayer(current => {
return current != player && current != target;
})
) {
player
.chooseTarget(
"荐杰:选择一名其他角色获得“凤印”",
function (card, player, target) {
return target != player && target != _status.event.getParent().target;
},
true
)
.set("ai", target => {
return get.attitude(get.player(), target);
});
} else event.finish();
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target, "thunder");
lib.skill.jianjie.addMark("lianhuan", player, target);
game.delayx();
}
},
ai: {
threaten: 3,
},
hasMark: (mark, player, target) => {
if (!target) return player.getStorage("jianjie_" + mark).length > 0;
return target.getStorage("jianjie_" + mark).includes(player);
},
addMark: (mark, player, target) => {
mark = "jianjie_" + mark;
target.addAdditionalSkill(`${mark}_${player.playerid}`, mark);
target.markAuto(mark, [player]);
game.log(player, "令", target, "获得了", `#g“${mark == "jianjie_huoji" ? "龙印" : "凤印"}”`);
},
removeMark: (mark, player, target, log) => {
if (lib.skill.jianjie.hasMark(mark, player, target, log)) {
mark = "jianjie_" + mark;
target.removeAdditionalSkill(`${mark}_${player.playerid}`);
target.unmarkAuto(mark, [player]);
if (log) game.log(target, "移去了", player, "给予的", `#g“${mark == "jianjie_huoji" ? "龙印" : "凤印"}”`);
else game.log(player, "移去了", target, "的", `#g“${mark == "jianjie_huoji" ? "龙印" : "凤印"}”`);
}
},
subSkill: {
use: {
audio: "xinfu_jianjie",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
if (player.phaseNumber <= 1) return false;
const skill = lib.skill.jianjie;
return game.hasPlayer(function (current) {
return skill.hasMark("huoji", player, current) || skill.hasMark("lianhuan", player, current);
});
},
filterTarget: function (card, player, target) {
if (ui.selected.targets.length == 0) {
const skill = lib.skill.jianjie;
return skill.hasMark("huoji", player, target) || skill.hasMark("lianhuan", player, target);
}
return true;
},
selectTarget: 2,
complexSelect: true,
complexTarget: true,
multitarget: true,
prompt: "移动场上的“龙印”或“凤印”",
targetprompt: ["失去印", "获得印"],
content: function () {
"step 0";
var skill = lib.skill.jianjie;
var bool1 = skill.hasMark("huoji", player, targets[0]),
bool2 = skill.hasMark("lianhuan", player, targets[0]);
if (bool1 && bool2) {
player.chooseControl("龙印", "凤印").set("prompt", "选择要移动的“印”");
} else {
event._result = { control: bool1 ? "龙印" : "凤印" };
}
"step 1";
var skill = lib.skill.jianjie,
mark = result.control == "龙印" ? "huoji" : "lianhuan";
skill.removeMark(mark, player, targets[0]);
skill.addMark(mark, player, targets[1]);
game.delayx();
},
ai: {
order: 8,
result: {
target: function (player, target) {
if (ui.selected.targets.length == 0) {
return get.attitude(player, target) < 0 ? -999 : -3;
} else {
return target.countCards("h") + 1;
}
},
},
expose: 0.4,
},
},
die: {
audio: "xinfu_jianjie",
trigger: { global: "die" },
filter: function (event, player) {
const skill = lib.skill.jianjie;
return skill.hasMark("huoji", player, event.player) || skill.hasMark("lianhuan", player, event.player);
},
forced: true,
logTarget: "player",
content: function () {
"step 0";
if (lib.skill.jianjie.hasMark("huoji", player, trigger.player)) {
player.chooseTarget("荐杰:选择一名角色获得“龙印”", true).set("ai", target => {
return get.attitude(get.player(), target);
});
} else event.goto(2);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
lib.skill.jianjie.addMark("huoji", player, target);
event.target = target;
game.delayx();
} else event.finish();
"step 2";
if (lib.skill.jianjie.hasMark("lianhuan", player, trigger.player)) {
player.chooseTarget("荐杰:选择一名角色获得“凤印”", true).set("ai", target => {
return get.attitude(get.player(), target);
});
} else event.finish();
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target, "thunder");
lib.skill.jianjie.addMark("lianhuan", player, target);
game.delayx();
}
},
},
huoji: {
marktext: "龙",
intro: {
name: "龙印",
content: "出牌阶段限三次。你可以将一张红色牌当作【火攻】使用,且你以此法使用【火攻】的作用效果改为“目标角色随机展示一张手牌A,然后你可以弃置一张与A颜色相同的牌,对目标造成1点火属性伤害”。
若你同时拥有“凤印”,则你视为拥有技能〖业炎〗。(发动〖业炎〗时,弃置所有“龙印”和“凤印”)",
},
inherit: "rehuoji",
usable: 3,
charlotte: true,
viewAsFilter: function (player) {
const storage = player.getStorage("jianjie_huoji");
if (
!storage.some(source => {
return source.isIn() && source.hasSkill("jianjie");
})
)
return false;
return player.hasCard(card => get.color(card) == "red", "she");
},
group: ["jianjie_yeyan", "jianjie_huoji_effect"],
},
huoji_effect: {
trigger: { player: "huogongBegin" },
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return event.skill == "jianjie_huoji";
},
content: function () {
trigger.setContent(lib.skill.olhuoji.huogongContent);
},
},
lianhuan: {
marktext: "凤",
intro: {
name: "凤印",
content: "出牌阶段限三次。你可以将一张♣牌当作【铁索连环】使用或重铸,且你以此法使用【铁索连环】的目标数上限+1。
若你同时拥有“龙印”,则你视为拥有技能〖业炎〗。(发动〖业炎〗时,弃置所有“龙印”和“凤印”)",
},
charlotte: true,
usable: 3,
filter: function (event, player) {
const storage = player.getStorage("jianjie_lianhuan");
if (
!storage.some(source => {
return source.isIn() && source.hasSkill("jianjie");
})
)
return false;
if (!player.hasCard(card => get.suit(card) == "club", "she")) return false;
return event.type == "phase" || event.filterCard({ name: "tiesuo" }, player, event);
},
inherit: "ollianhuan",
group: ["jianjie_yeyan", "jianjie_lianhuan_effect"],
},
lianhuan_effect: {
trigger: { player: "useCard2" },
filter: function (event, player) {
if (event.skill != "jianjie_lianhuan") return false;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(current => {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current);
})
)
return true;
}
return false;
},
charlotte: true,
forced: true,
popup: false,
content: function () {
"step 0";
player
.chooseTarget("是否为" + get.translation(trigger.card) + "额外指定一个目标?", (card, player, target) => {
return !_status.event.sourcex.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("sourcex", trigger.targets)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayex();
} else event.finish();
"step 2";
if (result.bool) {
var targets = result.targets;
player.line(targets, "thunder");
trigger.targets.addArray(targets);
game.log(targets, "也成为了", trigger.card, "的目标");
}
},
},
yeyan: {
inherit: "yeyan",
filter: function (event, player) {
const huoji = player.getStorage("jianjie_huoji"),
lianhuan = player.getStorage("jianjie_lianhuan");
return (
huoji.length > 0 &&
lianhuan.some(source => {
return huoji.includes(source) && source.isIn() && source.hasSkill("jianjie");
})
);
},
contentBefore: function () {
player.awakenSkill("jianjie_yeyan");
var skill = lib.skill.jianjie;
var huoji = player.getStorage("jianjie_huoji").slice(0),
lianhuan = player.getStorage("jianjie_lianhuan").slice(0);
huoji.forEach(source => {
skill.removeMark("huoji", source, player, true);
});
lianhuan.forEach(source => {
skill.removeMark("lianhuan", source, player, true);
});
},
},
},
},
xinfu_yinshi: {
audio: 2,
trigger: { player: "damageBegin4" },
forced: true,
filter: function (event, player) {
const skill = lib.skill.jianjie;
if (skill.hasMark("huoji", player) || skill.hasMark("lianhuan", player)) return false;
if (!player.hasEmptySlot(2)) return false;
if (event.hasNature()) return true;
return get.type(event.card, "trick") == "trick";
},
content: function () {
trigger.cancel();
},
ai: {
notrick: true,
nofire: true,
nothunder: true,
effect: {
target: function (card, player, target, current) {
const skill = lib.skill.jianjie;
if (skill.hasMark("huoji", target) || skill.hasMark("lianhuan", target)) return false;
if (player == target && get.subtype(card) == "equip2") {
if (get.equipValue(card) <= 8) return 0;
}
if (!target.hasEmptySlot(2)) return;
if (get.tag(card, "natureDamage")) return "zerotarget";
if (get.type(card) == "trick" && get.tag(card, "damage")) {
return "zeroplayertarget";
}
},
},
},
},
xinfu_chenghao: {
audio: 2,
trigger: {
global: "damageEnd",
},
filter: function (event, player) {
return event.lianhuanable == true && event.player.isIn();
},
frequent: true,
content: function () {
"step 0";
event.cards = game.cardsGotoOrdering(
get.cards(
game.countPlayer(function (current) {
return current.isLinked();
}) + 1
)
).cards;
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
"step 1";
if (event.cards.length > 1) {
player.chooseCardButton("称好:请选择要分配的牌", true, event.cards, [1, event.cards.length]).set("ai", function (button) {
if (ui.selected.buttons.length == 0) return 1;
return 0;
});
} else if (event.cards.length == 1) {
event._result = { links: event.cards.slice(0), bool: true };
} else {
event.finish();
}
"step 2";
if (result.bool) {
event.cards.removeArray(result.links);
event.togive = result.links.slice(0);
player
.chooseTarget("选择一名角色获得" + get.translation(result.links), true)
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (_status.event.enemy) {
return -att;
} else if (att > 0) {
return att / (1 + target.countCards("h"));
} else {
return att / 100;
}
})
.set("enemy", get.value(event.togive[0], player, "raw") < 0);
}
"step 3";
if (result.targets.length) {
var id = result.targets[0].playerid,
map = event.given_map;
if (!map[id]) map[id] = [];
map[id].addArray(event.togive);
}
if (cards.length > 0) event.goto(1);
"step 4";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
var list = [];
for (var i in event.given_map) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
list.push([source, event.given_map[i]]);
}
game.loseAsync({
gain_list: list,
giver: player,
animate: "draw",
}).setContent("gaincardMultiple");
},
},
xinfu_wuniang: {
trigger: {
player: ["useCard", "respond"],
},
audio: 2,
direct: true,
filter: function (event, player) {
return event.card.name == "sha";
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("xinfu_wuniang"), "获得一名其他角色的一张牌,然后其和场上所有的“关索”摸一张牌。", function (card, player, target) {
if (player == target) return false;
return target.countGainableCards(player, "he") > 0;
})
.set("ai", function (target) {
return 10 - get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("xinfu_wuniang", target);
player.line(target, "fire");
event.draws = game.filterPlayer(function (current) {
if (current == target) return true;
return current.name == "guansuo" || current.name2 == "guansuo";
});
player.gainPlayerCard(target, "he", true);
} else event.finish();
"step 2";
game.asyncDraw(event.draws, 1);
game.delay();
},
},
xinfu_xushen: {
derivation: ["xinfu_zhennan"],
audio: 2,
subSkill: {
count: {
trigger: {
player: "recoverBegin",
},
forced: true,
silent: true,
popup: false,
filter: function (event, player) {
if (!event.card || event.card.name != "tao") return false;
if (!event.source || !event.source.hasSex("male")) return false;
if (!player.isDying()) return false;
if (
game.hasPlayer(function (current) {
return current.name == "guansuo" || current.name2 == "guansuo";
})
)
return false;
return true;
},
content: function () {
trigger.xinfu_xushen = true;
},
sub: true,
},
},
group: ["xinfu_xushen_count"],
trigger: {
player: "recoverAfter",
},
limited: true,
init: function (player) {
player.storage.xinfu_xushen = false;
},
filter: function (event, player) {
if (player.storage.xinfu_xushen) return false;
if (player.isDying()) return false;
return event.xinfu_xushen == true;
},
direct: true,
skillAnimation: true,
animationColor: "fire",
content: function () {
"step 0";
trigger.source.chooseBool("【许身】:是否将自己的一张武将牌替换为“关索”?").set("ai", function () {
return false;
});
"step 1";
if (result.bool) {
player.awakenSkill("xinfu_xushen");
player.logSkill("xinfu_xushen", trigger.source);
if (trigger.source.name2 != undefined) {
trigger.source.chooseControl(trigger.source.name1, trigger.source.name2).set("prompt", "请选择要更换的武将牌");
} else event._result = { control: trigger.source.name1 };
} else event.finish();
"step 2";
trigger.source.reinitCharacter(result.control, "guansuo");
player.recover();
player.addSkills("xinfu_zhennan");
},
mark: true,
intro: {
content: "limited",
},
},
xinfu_falu: {
subSkill: {
spade: {
marktext: "♠︎️",
intro: {
name: "紫薇",
content: "mark",
},
},
heart: {
marktext: "♥︎️",
intro: {
name: "玉清",
content: "mark",
},
},
club: {
marktext: "♣︎️",
intro: {
name: "后土",
content: "mark",
},
},
diamond: {
marktext: "♦︎",
intro: {
name: "勾陈",
content: "mark",
},
},
},
forced: true,
audio: 2,
trigger: {
player: ["loseAfter", "enterGame"],
global: ["loseAsyncAfter", "phaseBefore"],
},
filter: function (event, player) {
if (event.name.indexOf("lose") != 0) return event.name != "phase" || game.phaseNumber == 0;
if (event.type != "discard" || event.getlx === false) return false;
var evt = event.getl(player);
for (var i = 0; i < evt.cards2.length; i++) {
if (!player.hasMark("xinfu_falu_" + get.suit(evt.cards2[i]))) return true;
}
return false;
},
content: function () {
if (trigger.name.indexOf("lose") !== 0) {
for (var i = 0; i < lib.suit.length; i++) {
if (!player.hasMark("xinfu_falu_" + lib.suit[i])) player.addMark("xinfu_falu_" + lib.suit[i]);
}
return;
}
var evt = trigger.getl(player);
for (var i = 0; i < evt.cards2.length; i++) {
var suit = get.suit(evt.cards2[i]);
if (!player.hasMark("xinfu_falu_" + suit)) player.addMark("xinfu_falu_" + suit);
}
},
ai: {
threaten: 1.4,
combo: "xinfu_zhenyi",
},
},
xinfu_dianhua: {
trigger: {
player: ["phaseZhunbeiBegin", "phaseJieshuBegin"],
},
frequent: true,
audio: 2,
filter: function (event, player) {
for (var i = 0; i < lib.suit.length; i++) {
if (player.hasMark("xinfu_falu_" + lib.suit[i])) return true;
}
return false;
},
content: function () {
"step 0";
var num = 0;
for (var i = 0; i < lib.suit.length; i++) {
if (player.hasMark("xinfu_falu_" + lib.suit[i])) num++;
}
var cards = get.cards(num);
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "点化:点击将牌移动到牌堆顶或牌堆底");
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var target = _status.event.getTrigger().name == "phaseZhunbei" ? player : player.next;
var att = get.sgn(get.attitude(player, target));
var top = [];
var judges = target.getCards("j");
var stopped = false;
if (player != target || !target.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return (judge(b) - judge(a)) * att;
});
if (judge(cards[0]) * att < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return (get.value(b, player) - get.value(a, player)) * att;
});
while (cards.length) {
if (get.value(cards[0], player) <= 5 == att > 0) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 1";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.updateRoundNumber();
game.delayx();
},
ai: {
combo: "xinfu_falu",
threaten: 2.2,
},
},
xinfu_zhenyi: {
group: ["zhenyi_spade", "zhenyi_club", "zhenyi_heart"],
trigger: {
player: "damageEnd",
},
audio: 2,
filter: function (event, player) {
//if(!event.hasNature()) return false;
return player.hasMark("xinfu_falu_diamond");
},
prompt2: "弃置「勾陈♦」标记,从牌堆中获得每种类型的牌各一张。",
content: function () {
"step 0";
player.removeMark("xinfu_falu_diamond");
event.num = 0;
event.togain = [];
"step 1";
var card = get.cardPile(function (card) {
for (var i = 0; i < event.togain.length; i++) {
if (get.type(card, "trick") == get.type(event.togain[i], "trick")) return false;
}
return true;
});
if (card) {
event.togain.push(card);
event.num++;
if (event.num < 3) event.redo();
}
"step 2";
if (event.togain.length) {
player.gain(event.togain, "gain2");
}
},
ai: {
combo: "xinfu_falu",
},
},
zhenyi_spade: {
trigger: {
global: "judge",
},
direct: true,
filter: function (event, player) {
return player.hasMark("xinfu_falu_spade");
},
content: function () {
"step 0";
var str = get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + ",是否发动【真仪】,弃置「紫薇♠」标记并修改判定结果?";
player
.chooseControl("spade", "heart", "diamond", "club", "cancel2")
.set("prompt", str)
.set("ai", function () {
//return '取消';
var judging = _status.event.judging;
var trigger = _status.event.getTrigger();
var res1 = trigger.judge(judging);
var list = lib.suit.slice(0);
var attitude = get.attitude(player, trigger.player);
if (attitude == 0) return 0;
var getj = function (suit) {
return trigger.judge({
name: get.name(judging),
nature: get.nature(judging),
suit: suit,
number: 5,
});
};
list.sort(function (a, b) {
return (getj(b) - getj(a)) * get.sgn(attitude);
});
if ((getj(list[0]) - res1) * attitude > 0) return list[0];
return "cancel2";
})
.set("judging", trigger.player.judging[0]);
"step 1";
if (result.control != "cancel2") {
player.addExpose(0.25);
player.removeMark("xinfu_falu_spade");
player.logSkill("xinfu_zhenyi", trigger.player);
//player.line(trigger.player);
player.popup(result.control);
game.log(player, "将判定结果改为了", "#y" + get.translation(result.control + 2) + 5);
trigger.fixedResult = {
suit: result.control,
color: get.color({ suit: result.control }),
number: 5,
};
}
},
ai: {
rejudge: true,
tag: {
rejudge: 1,
},
expose: 0.5,
},
},
zhenyi_club: {
audio: "xinfu_zhenyi",
enable: "chooseToUse",
viewAsFilter: function (player) {
if (player == _status.currentPhase) return false;
return player.hasMark("xinfu_falu_club") && player.countCards("hs") > 0;
},
filterCard: true,
position: "hs",
viewAs: {
name: "tao",
},
prompt: "弃置「后土♣」标记,将一张手牌当桃使用",
check: function (card) {
return 15 - get.value(card);
},
precontent: function () {
player.removeMark("xinfu_falu_club");
},
},
zhenyi_heart: {
trigger: {
source: "damageBegin1",
},
audio: "xinfu_zhenyi",
filter: function (event, player) {
return player.hasMark("xinfu_falu_heart");
},
check: function (event, player) {
if (get.attitude(player, event.player) >= 0) return false;
if (
event.player.hasSkillTag("filterDamage", null, {
player: player,
card: event.card,
})
)
return false;
return true;
//return player.hasMark('xinfu_falu_spade')||get.color(ui.cardPile.firstChild)=='black';
},
prompt2: function (event) {
return "弃置「玉清♥」标记,令对" + get.translation(event.player) + "即将造成的伤害+1。";
},
logTarget: "player",
content: function () {
player.removeMark("xinfu_falu_heart");
trigger.num++;
},
},
xinfu_zhennan: {
audio: 2,
trigger: {
target: "useCardToTargeted",
},
filter: function (event, player) {
return event.card.name == "nanman";
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("xinfu_zhennan"), "对一名其他角色造成1-3点随机伤害", function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool && result.targets && result.targets.length) {
game.delay();
player.logSkill("xinfu_zhennan", result.targets);
var num = [1, 2, 3, 1, 1, 2].randomGet();
if (get.isLuckyStar(player)) num = 3;
//player.line(result.targets[0],'fire');
result.targets[0].damage(num);
}
},
ai: {
expose: 0.25,
},
},
};
export default skills;